,a                a,
                         ,a888                888aa
                         88888         A,     88888
                         88888       a88B     88888
                         88888    ,a888B'     88888
                         88888 ,a8888P"       88888
                         888888888P"          88888
                         8888888888t          88888r
                         88888 "*8888aa,      8888P
                         88888     "*88Wjpar  88P"
                                              P"


            The Definitive Guide to Killer Instinct [Arcade 1.5d]

                                 Version 1.6


                         Authored by: Miles Hardison

                            [email protected]


                        Last Updated: February 4, 2008

================================================================================
====================                                       =====================
= 1A ===============   T A B L E   O F   C O N T E N T S   =====================
====================                                       =====================
================================================================================

 1A  TABLE OF CONTENTS

 2A  GAME CONCEPTS

 3A  GUIDE CONVENTIONS

 3B  - Notation
 3C  - Formatting
 3D  - Examples

 4A  CHARACTERS

 4B  - Cinder
 4C  - Combo
 4D  - Eyedol
 4E  - Fulgore
 4F  - Glacius
 4G  - Jago
 4H  - Orchid
 4I  - Riptor
 4J  - Sabrewulf
 4K  - Spinal
 4L  - Thunder

 5A  SECRETS

 6A  GLITCHES

 6B  - 1.4
 6C  - 1.5d

 7A  CREDITS

================================================================================
========================                               =========================
= 2A ===================   G A M E   C O N C E P T S   =========================
========================                               =========================
================================================================================

SPECIAL MOVE:

 Special moves are combat techniques which are used for a variety of offensive
 and defensive purposes. Many special moves are in the form of attacks and most
 will cause a small amount of damage to opponents even when blocked.


COMBO:

 A combo is a series of attacks which are unblockable after the first hit.
 Combos consisting of three or more hits have names associated with them. The
 names are as follows:

              Three Hits: Triple            Eight Hits: Awesome
               Four Hits: Super              Nine Hits: Blaster
               Five Hits: Hyper               Ten Hits: Monster
                Six Hits: Brutal           Eleven Hits: King
              Seven Hits: Master          Twelve+ Hits: Killer


COMBO STARTER:

 A combo starter is any attack which can be used to start combos on grounded
 opponents. All combo starters listed in this guide also have at least one
 auto-linker which can link from them.


LINKER:

 A linker is a multi-hit attack which can only be used during a combo, anytime
 after either the second or third hit, and which has at least one auto-linker
 that can link from it. Every character has one linker except Cinder, who has
 two, and Eyedol, who has none.


AUTO-LINKER:

 Auto-linkers are multi-hit attacks which can only be used during combos after
 certain linkers or combo starters. Every character has six auto-linkers, each
 of which requiring a different button input.


COMBO ENDER:

 A combo ender is a single or multi-hit attack used during a combo to knock the
 opponent down and end the combo. Most combo enders are usable anytime after
 the second hit in a combo, although some are only usable after the third hit.
 Many combo enders also launch opponents high into the air making it possible
 to use juggle moves for additional hits.

 If you perform combo enders using button releases rather than button presses,
 the attack sequences will be faster and harder to interrupt. Also, if you are
 powered up while doing these, your characters will leave behind shadow trails.

 Most special moves that knock down opponents can be used as single-hit combo
 enders. However, single-hit combo enders are omitted from the combo ender
 sections in this guide unless they launch.


JUGGLE:

 A juggle is an attack which is only usable after combo enders, before
 opponents hit the ground, which adds one or more hits to the combos. Not all
 combo enders allow time for a juggle to be used, however.


MIDAIR COMBO:

 A midair combo is a two-hit combo which can only be done while both players
 are in midair. The combo consists of a jumping attack that hits while your
 opponent is also jumping, followed by a special midair attack before they hit
 the ground. All characters except Eyedol have a midair combo.


COMBO BREAKER:

 Combo breakers are attacks that interrupt your opponent's combos and power up
 your character. They can be used to interrupt linkers, auto-linkers, combo
 enders, and any moves consisting of at least three hits. Combo enders composed
 of only one hit cannot be interrupted.

 Successfully breaking an opponent's combo can be difficult. This is because
 combo breakers can only be used between or at the same time as certain hits in
 a combo. Furthermore, the button used to perform the combo breaker changes
 depending on the combo move your opponent uses.

 As a general rule, combo breakers using a quick attack will break combos moves
 using a medium attack, combo breakers using a medium attack will break combo
 moves using a fierce attack, and combo breakers using a fierce attack will
 break combo moves using a quick attack. However, there are some combo moves
 which break this rule.


FINISHING MOVE:

 A finishing move is used to end a fight with an impressive display and usually
 involves brutally killing the other character. There are several kinds of
 finishing moves including standard or stage fatalities, humiliations, ultras,
 and ultimates. All of these except ultras and ultimates are only usable when
 opponents are out of life on their second life bars.


HUMILIATION:

 A humiliation is a finishing move which, instead of killing your opponent,
 humiliates them by forcing them to dance to disco music. Humiliations are only
 usable when opponents are out of life on their second life bar and you still
 have life remaining on your first.


ULTRA:

 An ultra is a finishing move which can only be used during combos, anytime
 after the second hit, when your opponent's second life bar is below twenty-
 five percent. Ultras add eighteen additional hits to your combos, depleting
 any remaining life.


ULTIMATE:

 Similar to an ultra, an ultimate is a finishing move which is only usable
 during combos, anytime after the second hit, when your opponent's second life
 bar is below twenty-five percent. An ultimate adds a fatal finishing move to
 your combo.

================================================================================
====================                                       =====================
= 3A ===============   G U I D E   C O N V E N T I O N S   =====================
====================                                       =====================
================================================================================

 In order to provide detailed information about the gameplay mechanics, this
 guide uses a fairly lengthy notation system. The guide, therefore, looks quite
 different from other guides and will probably take some time to decipher,
 especially if you are not already familiar with the game. Please take time to
 read over this section if you don't want to be overly confused.

--------------------------------------------------------------------------------
 3B  -  N O T A T I O N
--------------------------------------------------------------------------------

DIRECTIONAL INPUT:

 Tapping joystick directions:

   f = Forward     uf = Up-forward
   b = Back        ub = Up-back
   u = Up          df = Down-forward
   d = Down        db = Down-back

 Holding joystick directions (at least 1 second):

   F  = Hold forward (UF/DF can usually be used in place of F)
   B  = Hold back (UB/DB can usually be used in place of B)
   DB = Hold down-back

 Rolling the joystick:

   QC = Quarter-circle     HC = Half-circle

   QCf = d,df,f     QCdf = db,d,df     HCf = b,db,d,df,f
   QCb = d,db,b     QCdb = df,d,db     HCb = f,df,d,db,b

...............................................................................

BUTTON INPUT:

 Tapping buttons:

   S = Start
   1 = Quick, 2 = Medium, 3 = Fierce (high attacks)
   4 = Quick, 5 = Medium, 6 = Fierce (low attacks)

 Holding buttons:

   # = Hold the button listed after "#"

 Releasing buttons:

   : = Release the button listed after ":"

...............................................................................

INPUT SEQUENCES:

 Input ordering:

   / = The inputs before and after "/" are interchangeable
   , = The input after "," is done after doing the input before it
   ~ = The input after "~" is done immediately after doing the input before it
   + = The input after "+" is done while still doing the input before it

 Input grouping:

   ( ) = Groups together input sequences

 Input modifiers:

   [ ] = Specifies a minimum hold duration or power level requirement

 Input conditions:

   WC = While your opponent is crouching
   WJ = While you are jumping
   WP = While you are powered up
   WS = While you are standing up after having been knocked down

...............................................................................

MOVE DESCRIPTIONS:

 Move transitions:

   1: = Indicates that other moves can transition to this move

 Move types:

   [A] = This is a type "A" move
   [B] = This is a type "B" move

 Move immunities:

   [!A]  = This move is immune to type "A" moves
   [!B]  = This move is immune to type "B" moves
   [!AB] = This move is immune to both type "A" and "B" moves

--------------------------------------------------------------------------------
 3C  -  F O R M A T T I N G
--------------------------------------------------------------------------------

CHARACTER SECTIONS:

 Each character has their techniques divided into two sections. The top section
 details special moves and finishing moves, and the bottom section details
 combo-related moves.


MOVE LAYOUT:

 Moves are listed using a three-column layout. The left column describes the
 move, the middle column lists the input needed to do the move, and the right
 column lists additional information about the move.

 Left column:

   The left column provides a descriptive name for a move or simply lists the
   number of hits. In the combo section, the left column may also include an
   uppercase letter to use as a reference for other moves. If the left column
   is blank in a row, this usually means that the move is visually identical to
   the closest named move above it.

 Middle column:

   The middle column lists the input sequence needed to perform a move. If the
   middle column is indented, this means that the move can only be done after
   inputting another move, but before the other move finishes its animation.
   An indented move can be done after the first non-indented move above it and
   any consecutive non-indented moves, as long as they share the same name.

 Right column:

   The right column provides more information about a move such as its special
   properties, requirements, restrictions, or distinguishing characteristics.
   Any information listed in the right column only relates to the row it
   appears in.

--------------------------------------------------------------------------------
 3D  -  E X A M P L E S
--------------------------------------------------------------------------------

 Overhead Attack  WC+(b/db+3)

   To do an overhead attack, while your opponent is crouching, press back or
   down-back and, while still holding back or down-back and your opponent is
   still crouching, press fierce high attack. The main use for overhead attacks
   is to hit opponents using crouching block.

...............................................................................

 Shield Block  b+#1  Blocks Most Special Moves, +1 Skull For Each

   To do Spinal's shield block simply hold quick high attack while pressing
   back. Spinal will raise his shield until he is hit or until you stop holding
   quick high attack. The shield will block most special moves and, for each
   one blocked, Spinal gains one orbiting skull.

...............................................................................

 Air Torpedo  WJ+(f,f,3/:3)  Long Range
                b+3            Transition To 1:
              WJ+(f,f,1/:1)  1: Short Range, Moves Downward
              WJ+(f,f,2/:2)  Medium Range, Moves Downward

   There are three types of air torpedoes that Cinder can do. The first type
   travels long range and can be done by jumping in the air then tapping
   forward twice and, while still in midair, pressing or releasing fierce high
   attack.

   The second type travels short range and moves downward. It is done by
   jumping in the air then tapping forward twice and, while still in midair,
   pressing or releasing quick high attack.

   The third type travels medium range and also moves downward. It is done by
   jumping in the air then tapping forward twice and, while still in midair,
   pressing or releasing medium high attack.

   While the long range air torpedo is flying through the air, if you press
   fierce high attack while pressing back it will immediately become the short
   range air torpedo. It inherits all properties of his regular short range air
   torpedo including the ability to start combos.

...............................................................................

 Dash Punch  b/db,f+:3       Knockdown
             B,f+3           Knockdown
             B[2],f+3/:3
               f,b+3           Cancels Dash
               f,b+2           [!A] Rolling Punch, Single Roll
               f,b+1           Transition To 1:
               f,b+6           Transition To 3:
             WP+(b/db,f+:3)  [!AB] Fast, Knockdown, Shadow, -1 Power

   There are four types of dash punches that Combo can do. The first type is
   done by tapping back or down-back, then pressing forward and, while still
   holding forward, releasing fierce high attack. This type will knock the
   opponent down if it hits.

   The second type is done by holding back, up-back, or down-back for
   at least one second, then pressing forward and, while still holding forward,
   pressing fierce high attack. The second type also knocks the opponent down
   if it hits.

   To do the third type you must hold back, up-back, or down-back for at least
   two seconds, then press forward, and while still holding forward, press or
   release fierce high attack. This type will not knock the opponent down if it
   hits.

   The fourth type requires that you are powered up to at least level one. Once
   you are, tap back or down-back, then press forward and, while still holding
   forward, release fierce high attack. This type is completely immune to "A"
   or "B" moves and will pass right through them. It also travels much faster
   than the other types, knocks the opponent down if it hits, leaves a shadow
   trail, and using it will reduce your power level by one.

   There are several transitions that can be done while Combo is dashing
   forward during the first three types. The transitions do not work while
   dashing forward during the fourth type.

   While Combo is dashing, if you tap forward, then back, and, while still
   holding back, press fierce high attack, he will stop dashing.

   While Combo is dashing, if you tap forward, then back, and, while still
   holding back, press medium high attack, he will do his single roll rolling
   punch which is immune to "A" moves. However, this rolling punch is not
   identical to his regular rolling punch because it cannot be used to start
   combos.

   While Combo is dashing, if you tap forward, then back, and, while still
   holding back, press quick high attack, he will do his double fist designated
   by the "2:". It inherits all properties of his regular double fist including
   the ability to start combos.

   Finally, while Combo is dashing, if you tap forward, then back, and, while
   still holding back, press fierce low attack, he will do his flying knee
   designated by the "3:". Again, it inherits all of the regular properties
   including the ability to start combos.

================================================================================
===========================                         ============================
= 4A ======================   C H A R A C T E R S   ============================
===========================                         ============================
================================================================================

UNIVERSAL MOVES:

 Standing Block   B            Blocks Mid Or High Attacks
 Crouching Block  DB           Blocks Mid Or Low Attacks
 Overhead Attack  WC+(b/db+3)
 Overhead Fake    WC+(b/db+2)

--------------------------------------------------------------------------------
 4B  -  C I N D E R
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep        d/df/db+6          [!AB] Knockdown
 Fist Flare       b,b,1/:1           [B]
 Flamethrower     (f,f,)/(B,f+)4     [A] Short Range
                  (f,f,)/(B,f+):4    [A] Short Range, Fast
                  (f,f,)/(B,f+)5/:5  [B] Medium Range
                  (f,f,)/(B,f+)6/:6  [A] Long Range
 Flame Torpedo    (f,f,)/(B,f+)1/:1  Short Range
                  (f,f,)/(B,f+)2/:2  Medium Range
                  f,f,3/:3           No Range Limit, Knockdown
                  B,f+3/:3           No Range Limit
 Air Torpedo      WJ+(f,f,3/:3)      Long Range
                    b+3                Transition To 1:
                  WJ+(f,f,1/:1)      1: Short Range, Moves Downward
                  WJ+(f,f,2/:2)      Medium Range, Moves Downward
 Flip Kick        f,d,df+4/:4        [!AB] Knockdown, Low-Rise
                  f,d,df+5/:5        [!AB] Knockdown, Mid-Rise
                  f,d,df+6/:6        [!AB] Knockdown, High-Rise
                  WS+(f,d,df+4)      [!AB] Knockdown, Low-Rise
                  WS+(f,d,df+5)      [!AB] Knockdown, Mid-Rise
                  WS+(f,d,df+6)      [!AB] Knockdown, High-Rise
                  WS+(b,d,db+4)      [!AB] Knockdown, Low-Rise
                  WS+(b,d,db+5)      [!AB] Knockdown, Mid-Rise
                  WS+(b,d,db+6)      [!AB] Knockdown, High-Rise
 Shadowform       HCb+:1/2/:2        [!AB] Ends Invisibility, Ends If Hit
                    HCb+:1/2/:2        Ends Shadowform
 Invisibility     HCb+3/:3           Ends Shadowform, Ends If Hit
                    HCb+3/:3           Ends Invisibility
 Invis. Teleport  WP+HCb+1           Teleports To Opponent, -1 Power
                  WP+HCb+:1          Teleports Behind Opponent, -1 Power
 Combo Breaker    f,d,df+4/5/6       Flip Kick, Power=3


FINISHING MOVES:

 Lava Pool     b,b,b,2   Stand 1-2 Player Lengths Away
 Flamethrower  HCf,4     Stand 1 Player Length Away
 Humiliation   b,b,b,6   Stand 0-2 Player Lengths Away
 Ultimate      HCb,5/:5  Flamethrower
 Ultra         B,f+3/:3
               f,f+3/:3

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  b,b,1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  WJ+(f,f,1/:1)
 E:  1-Hit  WJ+2
 F:  1-Hit  WJ+(f,f,2/:2)
 G:  1-Hit  WJ+5
 H:  1-Hit  WJ+3
 I:  1-Hit  WC+(b/db+3)
 J:  1-Hit  B,f+3/:3
 K:  1-Hit  WJ+6
 L:  2-Hit  (f,f,)/(B,f+)2/:2


LINKERS:

 M:  2-Hit  F,b+1/:1  Usable After Two Hits
 N:  2-Hit  f,f,1/:1  Usable After Three Hits, Break Any Hit With Any Button
            B,f+1/:1  Usable After Three Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  4          Links From A/D/F/I/J/M, Break 1st Hit With 3/6
 2-Hit  5          Links From H/L/N, Break Any Hit With 1/4
 2-Hit  d/df/db+6  Links From E, Break Any Hit With 2/5
 2-Hit  3          Links From B/G/J/M/N, Break Any Hit With 2/5
 3-Hit  1          Links From C/I/L/N, Break Any Hit With 3/6
 3-Hit  2          Links From D/F/K/M/N, Break Any Hit With 1/4


COMBO ENDERS:

 3-Hit  Launches  f,d,df+5/:5  Usable After Two Hits, Break 1st Hit With 1/4
 4-Hit  Launches  B,f+2/:2     Usable After Three Hits, Break 1st Hit With 2/5
                  f,f,2/:2     Usable After Three Hits, Break 1st Hit With 2/5
 4-Hit  Launches  f,d,df+4/:4  Usable After Three Hits
 4-Hit  Launches  f,d,df+6/:6  Usable After Two Hits, Break 1st Hit With 2/5


OTHER MOVES:

 1-Hit Juggle  f,f,3       Flame Torpedo
 3-Hit Juggle  WP+(f,f,3)  Triple Flame Torpedo
 Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                 ~(f,b+6)    Flame Torpedo
               WJ+2/5      Must Hit Opponent In Midair
                 ~(f,b+4)    Flame Torpedo
               WJ+3/6      Must Hit Opponent In Midair
                 ~(f,b+5)    Flame Torpedo

--------------------------------------------------------------------------------
 4C  -  C O M B O
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Windup Punch   #3[2],:3        Windup Cancels After 2.5 Seconds
                  3               Punches, Knockdown
 Backfist       B,f+1/:1        [!B]
 Double Fist    F,b+1/:1        1: [!B]
 Rolling Punch  B,f+2/:2        [!A] Single Roll
                B[2],f+2/:2     [!A] Double Roll
                  f,b+5           Transition To 2:
 Dash Punch     b/db,f+:3       Knockdown
                B,f+3           Knockdown
                B[2],f+3/:3
                  f,b+3           Cancels Dash
                  f,b+2           [!A] Rolling Punch, Single Roll
                  f,b+1           Transition To 1:
                  f,b+6           Transition To 3:
                WP+(b/db,f+:3)  [!AB] Fast, Knockdown, Shadow, -1 Power
 Rising Knee    B,f+5/:5        2: Knockdown
                WS+(f,b+4/5/6)  [!AB] Knockdown
                WS+(b,f+4/5/6)  [!AB] Knockdown
 Flying Knee    B,f+4/:4
                B,f+6/:6        3: [!B]
 Combo Breaker  b,f+4/5/6       Rising Knee, Power=3


FINISHING MOVES:

 Neck Break    b,f,f,2   Stand 0 Player Lengths Away
 Screen Smash  QCf+6     Stand 0 Player Lengths Away
 Humiliation   d,d,1     Stand Anywhere
 Ultimate      HCb,5/:5
 Ultra         F,b+3/:3

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  B,f+1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  B,f+4/:4
 E:  1-Hit  WJ+2
 F:  1-Hit  WJ+5
 G:  1-Hit  WJ+3
 H:  1-Hit  WC+(b/db+3)
 I:  1-Hit  B[2],f+3/:3
 J:  1-Hit  WJ+6
 K:  1-Hit  B,f+6/:6
 L:  2-Hit  F,b+1/:1
 M:  2-Hit  B,f+2/:2
 N:  3-Hit  B[2],f+2/:2  Break 3rd Hit With 1/4


LINKERS:

 O:  2-Hit  F,b+1/:1  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  4  Links From A/H/I/L/M/N, Break 1st Hit With 3/6
 2-Hit  2  Links From B/J, Break Any Hit With 2/5
 2-Hit  3  Links From E, Break Any Hit With 2/5
 3-Hit  1  Links From B/C/D/K/O, Break 1st/2nd Hit With 3/6
 3-Hit  5  Links From D/G/H/I/K/L/O, Break Any Hit With 1/4
 3-Hit  6  Links From E/F/H/M/N/O, Break Any Hit With 2/5


COMBO ENDERS:

 1-Hit  Launches  B,f+5/:5   Usable After One Hit
 1-Hit  Launches  d/df/db+3  Usable After Two Hits
 3-Hit  Launches  B,f+2/:2   Usable After Two Hits, Break 1st Hit With 1/4
 3-Hit  Launches  B,f+6/:6   Usable After Two Hits, Break 1st Hit With 2/5
 4-Hit  Ends      B,f+3/:3   Usable After Three Hits
 4-Hit  Launches  B,f+1/:1   Usable After Two Hits, Break 1st Hit With 3/6


OTHER MOVES:

 1-Hit Juggle  b/db,f+3/:3    Dash Punch
 3-Hit Juggle  WP+(b/db,f+3)  Triple Dash Punch
 Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                 ~(f,b+6)       Flying Knee
               WJ+2/5         Must Hit Opponent In Midair
                 ~(f,b+4)       Flying Knee
               WJ+3/6         Must Hit Opponent In Midair
                 ~(f,b+5)       Flying Knee

--------------------------------------------------------------------------------
 4D  -  E Y E D O L
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leaping Slam   uf/(b,f+4/:4)  1: [!AB] Leaps Forward
                u/(b,f+5/:5)   [!AB] Leaps Up
                ub/(b,f+6)     [!AB] Leaps Back
 Horn Charge    b,f+1/:1       2:
                  f,b+1          Cancels Horn Charge
                  f,b+3          [!AB] Mace Swing, Knockdown
                  f,b+4          Transition To 1:
 Stomp          b+2
                  2              Cancels Stomp
                  b,f+1/:1       Fast, Transition to 2:
                  QCf+3          [B] Triple Fireball, Knockdown
 Mace Swing     b,f+3/:3       Knockdown, Reflects Missiles
 Fireball       QCf+1          [B] Slow
                QCf+2          [B] Medium
                QCf+3          [B] Fast
 Combo Breaker  b,f+1/2/3      Mace Swing

...............................................................................

COMBO STARTERS:

 A:  1-Hit  b,f+1/:1
 B:  1-Hit  d+1/4
 C:  1-Hit  uf/(b,f+4/:4)
 D:  1-Hit  d+2/5
 E:  1-Hit  d+3/6


AUTO-LINKERS:

 2-Hit  1  Links From C/D, Break Any Hit With 3/6
 2-Hit  4  Links From D, Break Any Hit With 3/6
 3-Hit  2  Links From E, Break Any Hit With 1/4
 3-Hit  5  Links From A/E, Break Any Hit With 1/4
 3-Hit  3  Links From A/B, Break Any Hit With 2/5
 3-Hit  6  Links From B/C, Break Any Hit With 2/5


COMBO ENDERS:

 1-Hit  Launches  b,f+3/:3  Usable After Two Hits
 4-Hit  Launches  B,f+3/:3  Usable After Three Hits


OTHER MOVES:

 1-Hit Juggle  b,f+1/:1  Horn Charge

--------------------------------------------------------------------------------
 4E  -  F U L G O R E
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep      d/df/db+6       [!AB] Knockdown
 Energy Bolt    QCf+1/:1        [A] Medium
                QCf+2/:2        [A] Fast
                QCf+3/:3        [A] Faster
 Double Bolt    b,b,HCf+1       [A] Medium
 Triple Bolt    f,b,b,HCf+1     [A] Medium
 Rising Blade   f,d,df+1/:1     [!AB] Knockdown, Low-Rise
                f,d,df+2/:2     [!AB] Knockdown, Mid-Rise
                f,d,df+3/:3     [!AB] Knockdown, High-Rise
                WP+(f,d,df+:3)  [!AB] Knockdown, Long Range, Shadow, -1 Power
                WS+(f,d,df+1)   [!AB] Knockdown, Low-Rise
                WS+(f,d,df+2)   [!AB] Knockdown, Mid-Rise
                WS+(f,d,df+3)   [!AB] Knockdown, High-Rise
                WS+(b,d,db+1)   [!AB] Knockdown, Low-Rise
                WS+(b,d,db+2)   [!AB] Knockdown, Mid-Rise
                WS+(b,d,db+3)   [!AB] Knockdown, High-Rise
 Reflect        QCb+#1          Reflects Missiles At Slower Speed
                QCb+#2          Reflects Missiles At Same Speed
                QCb+#3          Reflects Missiles At Faster Speed
 Blade Dash     B,f+4/:4        Short Range
                  f,d,df+1        [!AB] Rising Blade, Very Short Range
                B,f+5/:5        Medium Range
                  f,d,df+1        [!AB] Rising Blade, Short Range
                B,f+6/:6        Long Range
                  f,d,df+1        [!AB] Rising Blade, Medium Range
                WP+(B,f+:6)     Longer Range, Shadow
                  f,d,df+1        [!AB] Rising Blade, Medium Range, Shadow
 Eye Spark      QCdb+6/:6       [B]
 Teleport       b,d,db+1        Teleports Close To Opponent
                b,d,db+2        Teleports Closer To Opponent
                b,d,db+3        Teleports Closest To Opponent
                b,d,db+4        Teleports Close Behind Opponent
                b,d,db+5        Teleports Closer Behind Opponent
                b,d,db+6        Teleports Closest Behind Opponent
 Combo Breaker  f,d,df+1/2/3    Rising Blade, Power=3


FINISHING MOVES:

 Eye Laser    QCb+3        Stand 1 Player Length Away
 Machine Gun  QCf+6        Stand 1-2 Player Lengths Away
 Humiliation  HCf,5        Stand Anywhere
 Ultimate     QCdb+2/:2    Machine Gun
 Ultra        f,d,df+1/:1

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  WJ+4
 C:  1-Hit  B,f+4/:4
 D:  1-Hit  WJ+2
 E:  1-Hit  WJ+5
 F:  1-Hit  B,f+5/:5
 G:  1-Hit  WJ+3
 H:  1-Hit  WC+(b/db+3)
 I:  1-Hit  WJ+6
 J:  1-Hit  B,f+6/:6
 K:  1-Hit  QCdb+6/:6


LINKERS:

 L:  2-Hit  QCdb+6/:6  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  4  Links From A/H, Break Any Hit With 3/6
 2-Hit  5  Links From G/J/K/L, Break Any Hit With 1/4
 2-Hit  3  Links From E/F, Break Any Hit With 2/5
 3-Hit  1  Links From B/C/K/L, Break 1st/2nd Hit With 3/6
 3-Hit  2  Links From C/F/I, Break Any Hit With 1/4
 3-Hit  6  Links From D/J/L, Break Any Hit With 2/5


COMBO ENDERS:

 3-Hit  Launches  b,f+5/:5     Usable After Two Hits, Break 1st Hit With 1/4
 4-Hit  Ends      b,d,db+1/:1  Usable After Two Hits, Break 1st Hit With 3/6
 4-Hit  Ends      QCf+2/:2     Usable After Two Hits, Break 2nd Hit With 1/4
 4-Hit  Ends      f,d,df+3/:3  Usable After Two Hits, Break 1st Hit With 2/5


OTHER MOVES:

 1-Hit Juggle  b,b,HCf+1      Double Bolt, First Bolt Does Not Juggle
 2-Hit Juggle  f,b,b,HCf+1    Triple Bolt, First Bolt Does Not Juggle
 3-Hit Juggle  WP+(HCf+1)     Triple Red Bolt
 Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                 ~(f,d,df+6)    Rising Blade
               WJ+2/5         Must Hit Opponent In Midair
                 ~(f,d,df+4)    Rising Blade
               WJ+3/6         Must Hit Opponent In Midair
                 ~(f,d,df+5)    Rising Blade

--------------------------------------------------------------------------------
 4F  -  G L A C I U S
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep      d/df/db+6       [!AB] Knockdown
 Blade Hand     QCdb+1/:1       Knockdown
 Shoulder Dash  B,f+1/:1        Short Range
                B,f+2/:2        Medium Range
                B,f+3/:3        Long Range
 Iceball        QCf+1/:1        [A] Slow
                QCf+2/:2        [A] Medium
                QCf+3/:3        [A] Fast
                WP+(QCf+:1)     [A] Very Fast, Knockdown, -1 Power
 Teleport       QCf+4/:4        Teleports Behind Opponent
 Puddle Punch   QCf+5/:5        1:
                  QCf/QCb+6       Teleports Behind Opponent, Transition to 2:
                QCf+6/:6        2: Knockdown
                  QCf/QCb+5       Teleports Behind Opponent, Transition to 1:
                WS+(QCf+4/5/6)  Puddle Punch, Knockdown
                WS+(QCb+4/5/6)  Puddle Punch, Knockdown
 Combo Breaker  b,f+1/2/3       Blade Hand, Power=3


FINISHING MOVES:

 Freeze       HCf+2     Stand 1 Player Length Away
 Acid Cage    HCb+5     Stand 0.5 Player Lengths Away
 Acid Pool    b,b,b,6   Stand Anywhere
 Humiliation  f,f,b,4   Stand Anywhere
 Ultimate     QCb,1/:1  Acid Pool
 Ultra        B,f+3/:3

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  B,f+1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  WJ+2
 E:  1-Hit  B,f+2/:2
 F:  1-Hit  WJ+5
 G:  1-Hit  QCf+5/:5
 H:  1-Hit  WJ+3
 I:  1-Hit  WC+(b/db+3)
 J:  1-Hit  B,f+3/:3
 K:  1-Hit  WJ+6


LINKERS:

 L:  2-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  1  Links From C/J/L, Break Any Hit With 3/6
 3-Hit  2  Links From B/E/I/J/K/L, Break Any Hit With 1/4
 2-Hit  3  Links From E/F, Break Any Hit With 2/5
 3-Hit  4  Links From A/G/I, Break Any Hit With 3/6
 2-Hit  5  Links From H, Break Any Hit With 1/4
 3-Hit  6  Links From B/D/G/L, Break Any Hit With 2/5


COMBO ENDERS:

 3-Hit  Ends      QCf+5/:5   Usable After Two Hits, Break 3rd Hit With 1/4
 3-Hit  Launches  QCf+6/:6   Usable After Two Hits, Break 2nd Hit With 2/5
 4-Hit  Launches  QCdb+1/:1  Usable After Two Hits, Break 3rd Hit With 3/6
 4-Hit  Launches  QCf+3/:3   Usable After Two Hits, Break 1st Hit With 2/5


OTHER MOVES:

 1-Hit Juggle  QCf+6       Puddle Punch
 3-Hit Juggle  WP+(QCf+6)  Triple Puddle Punch, -1 Power
 Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                 ~(f,b+6)    Flying Knee
               WJ+2/5      Must Hit Opponent In Midair
                 ~(f,b+4)    Flying Knee
               WJ+3/6      Must Hit Opponent In Midair
                 ~(f,b+5)    Flying Knee

--------------------------------------------------------------------------------
 4G  -  J A G O
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep        d/df/db+6      [!AB] Knockdown
 Green Fireball   QCf+1          [A] Slow
                  QCf+2/:2       [A] Medium
                  QCf+3/:3       [A] Fast
 Yellow Fireball  QCf+:1         [B] Slow
 Red Fireball     WP+(QCf+:3)    [A] Very Fast, Knockdown, -1 Power
 Sword Slash      QCdb+3/:3
 Rising Fist      f,d,df+1/:1    [!AB] Knockdown, Low-Rise
                  f,d,df+2/:2    [!AB] Knockdown, Mid-Rise
                  f,d,df+3/:3    [!AB] Knockdown, High-Rise
                  F,d,df+3       [!AB] Knockdown, Long Range
                  WS+(f,d,df+1)  [!AB] Knockdown, Low-Rise
                  WS+(f,d,df+2)  [!AB] Knockdown, Mid-Rise
                  WS+(f,d,df+3)  [!AB] Knockdown, High-Rise
                  WS+(b,d,db+1)  [!AB] Knockdown, Low-Rise
                  WS+(b,d,db+2)  [!AB] Knockdown, Mid-Rise
                  WS+(b,d,db+3)  [!AB] Knockdown, High-Rise
 Flying Kick      QCdb+6         [!A] No Range Limit
                  QCdb+:6        [!A] No Range Limit, Fast
                  WP+(QCdb+:6)   [!A] No Range Limit, Fast, Shadow
                    b,f+6          Cancels Flying Kick
                  QCdb+4/:4      [!A] Short Range
                  QCdf+4         [!A] Short Range
                  QCdb+5/:5      [!A] Medium Range
 Combo Breaker    f,d,df+1/2/3   Rising Fist, Power=3


FINISHING MOVES:

 Falling Car  b,b,f,f,2  Stand 1-4 Player Lengths Away
 Sword Stab   b,f,f,1    Stand 0-1 Player Lengths Away
 Humiliation  HCb+5      Stand Anywhere
 Ultimate     HCf+3/:3   Sword Stab
 Ultra        QCdb+4/:4

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  WJ+4
 C:  1-Hit  WJ+2
 D:  1-Hit  WJ+5
 E:  1-Hit  QCdb+5/:5
 F:  1-Hit  WJ+3
 G:  1-Hit  WC+(b/db+3)
 H:  1-Hit  QCdb+3/:3
 I:  1-Hit  WJ+6
 J:  1-Hit  QCdb+6
 K:  1-Hit  QCdb+:6


LINKERS:

 L:  2-Hit  QCdb+3/:3  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

     2-Hit  1          Links From B/H, Break Any Hit With 3/6
     2-Hit  4          Links From A/E/G/J/K/L, Break Any Hit With 3/6
     2-Hit  2          Links From I/K, Break Any Hit With 1/4
     2-Hit  d/df/db+3  Links From D/H, Break Any Hit With 2/5
     3-Hit  5          Links From F/J/K/L, Break Any Hit With 1/4
 M:  3-Hit  6          Links From C/G/L, Break Any Hit With 2/5


COMBO ENDERS:

 1-Hit  Launches  d/df/db+3    Usable After Two Hits
 2-Hit  Launches  f,d,df+1/:1  Usable After Two Hits, Break 2nd Hit With 3/6
 3-Hit  Ends      QCf+1/:1     Usable After Two Hits, Break 2nd Hit With 3/6
 3-Hit  Ends      QCdb+5/:5    Usable After Two Hits, Break 2nd Hit With 1/4
 3-Hit  Ends      f,d,df+3/:3  Usable As 3rd Hit, Break 1st Hit With 2/5
 3-Hit  Launches  f,d,df+2/:2  Usable After Two Hits, Break 1st Hit With 1/4
 4-Hit  Ends      f,d,df+3/:3  Usable After Three Hits, Break 1st Hit With 2/5


OTHER MOVES:

 1-Hit Juggle  QCf+:2       Red Fireball
 3-Hit Juggle  WP+(QCf+:2)  Triple Red Fireball, -1 Power
 Midair Combo  WJ+1/4       Must Hit Opponent In Midair
                 ~(QCb+6)     Flying Kick
               WJ+2/5       Must Hit Opponent In Midair
                 ~(QCb+4)     Flying Kick
               WJ+3/6       Must Hit Opponent In Midair
                 ~(QCb+5)     Flying Kick

--------------------------------------------------------------------------------
 4H  -  O R C H I D
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep       d/df/db+6       [!AB] Knockdown
 Energy Bolt     QCf+1/:1        [A] Slow
                 QCf+2/:2        [A] Medium
                 QCf+3/:3        [A] Fast
 Pole Dash       QCdb+1/:1       Short Range
                 QCdb+2/:2       Medium Range
                 WP+(QCdb+:2)    Long Range, Shadow, -1 Power
 Saber Spin      QCdb+3/:3       Knockdown
 Feral Charge    B,f+1/:1        [!AB] Short Range
                 B,f+2/:2        [!AB] Medium Range
                 B,f+3/:3        [!AB] Long Range
                 WP+(B,f+:3)     [!AB] Shadow, Longer Range
 Handstand Kick  B,f+4/:4        Short Range
                 B,f+5/:5        Medium Range
                 B,f+6/:6        Long Range
 Backflips       WS+(f,b+4/5/6)  [!AB]
                 WS+(b,f+4/5/6)  [!AB]
 Combo Breaker   b,f+4/5/6       Handstand Kick, Power=3


FINISHING MOVES:

 Frog Stomp   d,f,b+4   Stand 0 Player Lengths Away
                6         Squashes The Frog
 Flash        b,f,f,1   Stand 0-1 Player Lengths Away
 Humiliation  HCb+3     Stand Anywhere
 Ultimate     HCb,5/:5  Flash
 Ultra        B,f+2/:2

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  QCdb+1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  WJ+2
 E:  1-Hit  QCdb+2/:2
 F:  1-Hit  WJ+5
 G:  1-Hit  WJ+3
 H:  1-Hit  WC+(b/db+3)
 I:  1-Hit  B,f+3/:3
 J:  1-Hit  WJ+6
 K:  2-Hit  B,f+1/:1
 L:  2-Hit  B,f+2/:2
 M:  3-Hit  B,f+5/:5     Break 2nd/3rd Hit With 1/4
 N:  3-Hit  B,f+6/:6     Break 2nd/3rd Hit With 2/5


LINKERS:

 O:  2-Hit  F,b+5/:5  Usable After Three Hits, Break 1st Hit With 1/4


AUTO-LINKERS:

 2-Hit  2  Links From H/J/O, Break Any Hit With 1/4
 2-Hit  5  Links From B/E/G/L, Break Any Hit With 1/4
 3-Hit  1  Links From C/N/O, Break Any Hit With 3/6
 3-Hit  4  Links From A/B/E/I/L/M, Break Any Hit With 3/6
 3-Hit  3  Links From F/K/L/O, Break 1st/2nd Hit With 2/5
 3-Hit  6  Links From D/H/I, Break 1st/3rd Hit With 2/5


COMBO ENDERS:

 3-Hit  Launches  B,f+5/:5   Usable After Two Hits, Break 2nd Hit With 1/4
 4-Hit  Ends      QCf+3/:3   Usable After Two Hits, Break 2nd Hit With 2/5
 4-Hit  Launches  QCdb+3/:3  Usable After Two Hits, Break 3rd Hit With 2/5
 4-Hit  Launches  B,f+4/:4   Usable After Two Hits, Break 2nd Hit With 3/6


OTHER MOVES:

 1-Hit Juggle  QCf+1       Energy Bolt
 3-Hit Juggle  WP+(QCf+1)  Triple Energy Bolt, -1 Power
 Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                 ~(f,b+3)    Feral Charge
               WJ+2/5      Must Hit Opponent In Midair
                 ~(f,b+1)    Feral Charge
               WJ+3/6      Must Hit Opponent In Midair
                 ~(f,b+2)    Feral Charge

--------------------------------------------------------------------------------
 4I  -  R I P T O R
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Tail Sweep       d/df/db+6         [!AB] Knockdown
 Claw Swipe       QCdb+1/:1         Knockdown
 Fire Breath      QCdb+3/:3         1: [B]
 Fireball         QCb+1/:1          [A] Slow
                  QCb+2/:2          [A] Medium
                  QCb+3/:3          [A] Fast
 Midair Fireball  WJ+(QCb+1/:1)     2: [A] Slow
                  WJ+(QCb+2/:2)     3: [A] Medium
                  WJ+(QCb+3/:3)     4: [A] Fast
 Blue Fireball    WP+(QCb+:2)       [A] Very Fast, Knockdown
 Charge           B,f+1/:1
                    QCdb+3/:3         Transition To 1:
                    QCdb+4/:4         Transition To 5:
                    f,b+5/:5          [!A] Flying Rake, Medium Range
                  B,f+2/:2
                  B,f+3/:3
                    f,b+3             Transition To 1:
                    QCdb+3/:3         Transition To 1:
                    f,b+4             Transition To 5:
                    QCdb+4/:4         Transition To 5:
                    f,b+5/:5          [!A] Flying Rake, Medium Range
 Flying Rake      B,f+6/:6          [!A] Long Range
                    QCb+1/:1          Transition To 2:
                    QCb+2/:2          Transition To 3:
                    QCb+3/:3          Transition To 4:
                    QCdb+6/:6         Transition To 6:
                  (F,b)/(B,f)+4/:4  [!A] Short Range
                  (F,b)/(B,f)+5/:5  [!A] Medium Range
                  WS+(F,b+4/5/6)    Short Range, High-Rise, Knockdown
                  WS+(B,f+4/5/6)    Short Range, High-Rise, Knockdown
 Tail Flip        QCdb+4/:4         5: [!AB] Very Short Range
                  QCdb+5/:5         [!AB] Short Range
                  QCdb+6/:6         [!AB] Medium Range
 Midair Flip      WJ+(QCdb+6/:6)    6: [!AB]
 Combo Breaker    b,f+4/5/6         Flying Rake, Power=3


FINISHING MOVES:

 Devour       HCf,2     Stand 0-3 Player Lengths Away
 Acid Spit    b,b,5     Stand 1-3 Player Lengths Away
 Tail Stab    f,f,b,6   Stand 1 Player Length Away
 Humiliation  d,f,f,3   Stand Anywhere
 Ultimate     HCf,1/:1  Devour
 Ultra        B,f+4/:4

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  B,f+1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  WJ+2
 E:  1-Hit  B,f+2/:2
 F:  1-Hit  WJ+5
 G:  1-Hit  WJ+3
 H:  1-Hit  WC+(b/db+3)
 I:  1-Hit  QCdb+3/:3
 J:  1-Hit  B,f+3/:3
 K:  1-Hit  WJ+6
 L:  2-Hit  QCdb+4/:4
 M:  2-Hit  (F,b)/(B,f)+4/:4
 N:  2-Hit  QCdb+5/:5
 O:  2-Hit  (F,b)/(B,f)+5/:5
 P:  2-Hit  QCdb+6/:6
 Q:  2-Hit  WJ+(QCdb+6/:6)


LINKERS:

 R:  2-Hit  F,b+4/:4  Usable After Two Hits, Break Any Hit With Any Button
            B,f+4/:4  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 3-Hit  1  Links From C/E/P/Q/M/O/R, Break Any Hit With 3/6
 2-Hit  2  Links From B/I/K/P/Q, Break Any Hit With 1/4
 3-Hit  3  Links From B/F/N/O, Break Any Hit With 2/5
 3-Hit  4  Links From A/H/I/N, Break Any Hit With 3/6
 3-Hit  5  Links From E/G/J/L/R, Break Any Hit With 1/4
 2-Hit  6  Links From D/H/J/M/L/N/R, Break Any Hit With 2/5


COMBO ENDERS:

 3-Hit  Ends      QCdb+5/:5  Usable After Three Hits, Break 3rd Hit With 2/5
 3-Hit  Launches  B,f+6/:6   Usable After Three Hits, Break 1st Hit With 2/5
 4-Hit  Ends      QCb+3/:3   Usable After Three Hits, Break 1st Hit With 2/5
 4-Hit  Launches  QCdb+1/:1  Usable After Three Hits


OTHER MOVES:

 1-Hit Juggle  QCb+1/:1       Red Fireball
 3-Hit Juggle  WP+(QCb+1/:1)  Triple Blue Fireball
 Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                 ~(f,b+6)       Flying Kick
               WJ+2/5         Must Hit Opponent In Midair
                 ~(f,b+4)       Flying Kick
               WJ+3/6         Must Hit Opponent In Midair
                 ~(f,b+5)       Flying Kick

--------------------------------------------------------------------------------
 4J  -  S A B R E W U L F
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Bat Toss        QCb+1/:1          [A] Slow
                 QCb+2/:2          [A] Medium
                 QCb+3/:3          [A] Fast
 Claw Spin       B,f+1/:1          Short Range
                 (F,b)/(B,f)+2/:2  Medium Range
                 B,f+3/:3          Long Range
 Double Spin     WP+(B,f+1/:1)     Short Range, -3 Power On Hit
                 WP+(B,f+2/:2)     Medium Range, -3 Power On Hit
                 WP+(B,f+3/:3)     Long Range, -3 Power On Hit
 Rolling Claw    B,f+4/:4          1: [!A]
 Double Roll     WP+(B,f+4/:4)     2: [!A] -3 Power On Hit
 Charging Swipe  B,f+5/:5          Knockdown
                 B[2],f+5/:5
                   f,b+4             Transition To 1:
                   WP+(f,b+4)        Transition To 2:
                   f,b+5             Claw Swipe, Stuns On Ground Hit
                   f,b+6             [!B] Pounce, Long Range
                   WP+(f,b+6)        [!B] Pounce, No Range Limit
 Claw Swipe      WS+(f,b+4/5/6)    Knockdown
                 WS+(b,f+4/5/6)    Knockdown
 Pounce          B,f+6/:6          [!B] Long Range
                 WP+(B,f+6/:6)     [!B] No Range Limit
 Howl            QCdb+6/:6         Power=3
 Combo Breaker   b,f+4/5/6         Claw Swipe, Power=3


FINISHING MOVES:

 Claw Stab     b,b,5     Stand 0 Player Lengths Away
 Screen Smash  b,b,f,2   Stand 1 Player Length Away
 Humiliation   f,f,f,1   Stand Anywhere
 Ultimate      HCf,3/:3  Claw Stab
 Ultra         F,b+4/:4

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  WJ+4
 C:  1-Hit  WJ+2
 D:  1-Hit  WJ+5
 E:  1-Hit  B[2],f+5/:5
 F:  1-Hit  WJ+3
 G:  1-Hit  WC+(b/db+3)
 H:  1-Hit  WJ+6
 I:  1-Hit  B,f+6/:6
            WP+(B,f+6/:6)
 J:  2-Hit  B,f+1/:1
 K:  2-Hit  B,f+4/:4
 L:  2-Hit  (F,b)/(B,f)+2/:2
 M:  2-Hit  B,f+3/:3
 N:  4-Hit  WP+(B,f+1/:1)     Break 3rd/4th Hit With 3/6
 O:  4-Hit  WP+(B,f+4/:4)     Break 3rd/4th Hit With 3/6
 P:  4-Hit  WP+(B,f+2/:2)     Break 3rd/4th Hit With 1/4
 Q:  4-Hit  WP+(B,f+3/:3)     Break 3rd/4th Hit With 2/5


LINKERS:

 R:  2-Hit  F,b+2/:2  Usable After Three Hits, Break Any Hit With Any Button
            B,f+2/:2  Usable After Three Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 3-Hit  1  Links From B/E/G/I/M/Q/R, Break Any Hit With 3/6
 3-Hit  2  Links From K/H/I/O/L/P/R, Break Any Hit With 1/4
 3-Hit  3  Links From K/D/E/J/O/N, Break Any Hit With 2/5
 2-Hit  4  Links From A/G, Break Any Hit With 3/6
 2-Hit  5  Links From F/J/N, Break Any Hit With 1/4
 3-Hit  6  Links From C/L/M/P/Q/R, Break Any Hit With 2/5


COMBO ENDERS:

 3-Hit  Launches  B,f+1/:1  Usable After Three Hits, Break 1st/2nd Hit With 3/6
 4-Hit  Ends      B,f+4/:4  Usable After Three Hits, Break Any Hit With 3/6
 4-Hit  Launches  B,f+5/:5  Usable After Three Hits, Break 4th Hit With 1/4
 4-Hit  Launches  B,f+6/:6  Usable After Three Hits, Break 4th Hit With 2/5


OTHER MOVES:

 1-Hit Juggle  B,f+6       Pounce
 3-Hit Juggle  WP+(B,f+6)  Triple Pounce, Shadow, -1 Power
 Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                 ~(f,b+6)    Pounce
               WJ+2/5      Must Hit Opponent In Midair
                 ~(f,b+4)    Pounce
               WJ+3/6      Must Hit Opponent In Midair
                 ~(f,b+5)    Pounce

--------------------------------------------------------------------------------
 4K -  S P I N A L
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Slide Kick     d/df/db+6         [!A] Knockdown
                QCdf+6/:6         [!A]
 Shield Block   b+#1              Blocks Most Special Moves, +1 Skull For Each
 Skull Toss     WP+(QCf+1/:1)     [A] Slow, -1 Skull
                WP+(QCf+2/:2)     [A] Medium, -1 Skull
                WP+(QCf+3/:3)     [A] Fast, -1 Skull
 Fireball       WP[3]+(HCf+1/:1)  [A] Slow, -2 Skulls, Knockdown
                WP[3]+(HCf+2/:2)  [A] Medium, -2 Skulls, Knockdown
                WP[3]+(HCf+3/:3)  [A] Fast, -2 Skulls, Knockdown
 Fiery Slash    (F,b)/(B,f)+2/:2  1:
 Double Slash   WP+(B,f+2/:2)     2:
 Shield Dash    f,f+2/:2          Medium Range
                f,f+3/:3          No Range Limit
                  f,b+2             Transition To 1:
                  WP+(f,b+2)        Transition To 2:
                f,f+1/:1          Short Range
 Teleport       d,d+1/:1          Teleports To Opponent, Slow
                d,d+2/:2          Teleports To Opponent, Medium
                d,d+3/:3          Teleports To Opponent, Fast
                d,d+4/:4          Teleports Behind Opponent, Slow
                d,d+5/:5          Teleports Behind Opponent, Medium
                d,d+6/:6          Teleports Behind Opponent, Fast
                  d,d+1/:1          Teleports Behind Opponent
                WS+(d,d+1/2/3)    Teleports Behind Opponent, Very Fast
                WS+(d,d+4/5/6)    Teleports Behind Opponent, Very Fast
 Air Teleport   WJ+(d,d+:1)       Teleports To Opponent
                WJ+(d,d+:4)       Teleports Behind Opponent
 Combo Breaker  f,f+1/2/3         Teleport, +3 Skulls, Cannot Carry > 5 Skulls


FINISHING MOVES:

 Skeleton     b,b,b,5    Stand 0-3 Player Lengths Away
 Shield Stab  b,b,f,4    Stand 0 Player Lengths Away
 Humiliation  HCf+6      Stand Anywhere
 Ultimate     QCdb+1/:1  Skeleton
 Ultra        HCf+3/:3
</pre><pre id="faqspan-2">
...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  f,f+1/:1
 C:  1-Hit  WJ+2
 D:  1-Hit  f,f+2/:2
 E:  1-Hit  (F,b)/(B,f)+2/:2
 F:  1-Hit  WJ+3
 G:  1-Hit  WC+(b/db+3)
 H:  1-Hit  f,f+3/:3
 I:  1-Hit  WJ+4
 J:  1-Hit  WJ+5
 K:  1-Hit  WJ+6
 L:  1-Hit  QCdf+6/:6
 M:  2-Hit  WP+(B,f+2/:2)


LINKERS:

 N:  2-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  4  Links From A/E/N, Break Any Hit With 3/6
 2-Hit  5  Links From D/F/N, Break Any Hit With 1/4
 2-Hit  6  Links From C/H, Break Any Hit With 2/5
 3-Hit  1  Links From I/G/L, Break Any Hit With 3/6
 3-Hit  2  Links From C/G/H/K, Break Any Hit With 2/5
 3-Hit  3  Links From B/E/J/L/N, Break Any Hit With 2/5


COMBO ENDERS:

 3-Hit  Ends  f,f+1/:1  Usable After Two Hits, Break 2nd Hit With 3/6
 3-Hit  Ends  f,f+2/:2  Usable After Two Hits, Break 2nd Hit With 1/4
 4-Hit  Ends  f,f+3/:3  Usable After Two Hits, Break 1st Hit With 2/5

 Vs. Cinder:

 4-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 5
 4-Hit  Launches  d,d+4/:4  Usable After Two Hits
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 5
 4-Hit  Launches  d,d+5/:5  Usable After Two Hits
 4-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 4
 4-Hit  Launches  d,d+6/:6  Usable After Two Hits

 Vs. Combo:

 3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 4
 3-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 1st Hit With 5
 3-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 1st Hit With 5
 4-Hit  Ends      d,d+2/:2  Usable After Two Hits, Break 1st Hit With 4
 4-Hit  Ends      d,d+3/:3  Usable After Two Hits
 4-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 6

 Vs. Eyedol:

 4-Hit  Launches  d,d+1/:1  Usable After Two Hits
 4-Hit  Launches  d,d+4/:4  Usable After Two Hits
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits
 4-Hit  Launches  d,d+5/:5  Usable After Two Hits
 4-Hit  Launches  d,d+3/:3  Usable After Two Hits
 4-Hit  Launches  d,d+6/:6  Usable After Two Hits

 Vs. Fulgore:

 3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 1
 4-Hit  Ends      d,d+1/:1  Usable After Two Hits, Break 1st Hit With 2
 4-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 1
 4-Hit  Ends      d,d+2/:2  Usable After Two Hits, Break 1st Hit With 3
 4-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
 4-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 1

 Vs. Glacius:

 3-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 3rd Hit With 1
 3-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 3rd Hit With 1
 3-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 3rd Hit With 1
 3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 2nd Hit With 2
 4-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 2
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 3rd Hit With 3

 Vs. Jago:

 2-Hit  Ends  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 3
 3-Hit  Ends  d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 3
 3-Hit  Ends  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 1
 3-Hit  Ends  d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
 3-Hit  Ends  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 2
 4-Hit  Ends  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 2

 Vs. Orchid:

 3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 2nd Hit With 4
 4-Hit  Ends      d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 5
 4-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 5
 4-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 5
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 6
 4-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 3rd Hit With 5

 Vs. Riptor:

 3-Hit  Ends      d,d+3/:3  Usable After Two Hits, Break 3rd Hit With 5
 3-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 1st Hit With 5
 3-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 1st Hit With 5
 3-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 5
 4-Hit  Ends      d,d+1/:1  Usable After Two Hits
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 5

 Vs. Sabrewulf:

 3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 6
 4-Hit  Ends      d,d+2/:2  Usable After Two Hits
 4-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 4th Hit With 5
 4-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 4th Hit With 5
 4-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 4th Hit With 4
 4-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 4th Hit With 5

 Vs. Spinal:

 3-Hit  Ends  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 3
 3-Hit  Ends  d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 3
 3-Hit  Ends  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 1
 3-Hit  Ends  d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
 4-Hit  Ends  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 2
 4-Hit  Ends  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 2

 Vs. Thunder:

 3-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 2
 3-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 2
 3-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 2
 3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 2
 4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 1
 4-Hit  Launches  d,d+3/:3  Usable After Two Hits


OTHER MOVES:

 (1-5)-Hit Juggle  WP+(QCf+1/:1)  Skull Toss, -1 Skull, Repeat For 2-5 Hits
 Midair Combo      WJ+1/4         Must Hit Opponent In Midair
                     ~(f,b+6)       Flying Kick
                   WJ+2/5         Must Hit Opponent In Midair
                     ~(f,b+4)       Flying Kick
                   WJ+3/6         Must Hit Opponent In Midair
                     ~(f,b+5)       Flying Kick

--------------------------------------------------------------------------------
 4L -  T H U N D E R
--------------------------------------------------------------------------------

SPECIAL MOVES:

 Leg Sweep      d/df/db+6       [!AB] Knockdown
 Phoenix Toss   QCf+4/:4        [A] Slow
                QCf+5/6/:6      [A] Medium
                QCf+:5          [A] Fast
                  u               Moves Upward
                  d               Moves Downward
 Big Phoenix    WP+(QCf+:5)     [A] Very Fast, Knockdown, -1 Power
                  u              Moves Upward
                  d              Moves Downward
 Spinning Axes  B,f+1/:1        [!A] Very Short Range
                F,b+2/:2        [!A] Short Range
                B,f+2/:2        [!A] Medium Range
                B,f+3/:3        [!A] Long Range
 Air Dive       WJ+(QCb+3)      1: Medium Range
                WJ+(QCb+:3)     2: Long Range
                WP+WJ+(QCb+:3)  3: Long Range, Shadow
 Flying Mohawk  HCb+3/:3        [!AB] Medium Range, High-Rise, Knockdown
                  b,f+3           Transition To 1:
                  QCb+3           Air Dive, Medium Range
                  b,f+:3          Transition To 2:
                  QCb+:3          Air Dive, Long Range
                  WP+(QCb+:3)     Transition To 3:
                QCb+1/:1        Very Short Range, Low-Rise
                QCb+2/:2        Short Range, Mid-Rise
                WS+(QCf+1/2/3)  Short Range, Mid-Rise, Knockdown
                WS+(QCb+1/2/3)  Short Range, Mid-Rise, Knockdown
 Combo Breaker  QCb+1/2/3       Flying Mohawk, Power=3


FINISHING MOVES:

 Rain Dance    QCf+3      Stand 1 Player Length Away
 Axe Uppercut  QCb+6      Stand 0 Player Lengths Away
 Humiliation   d,d,f+4    Stand Anywhere
 Ultimate      QCdb+2/:2  Rain Dance
 Ultra         B,f+1/:1

...............................................................................

COMBO STARTERS:

 A:  1-Hit  WJ+1
 B:  1-Hit  QCb+1/:1
 C:  1-Hit  WJ+4
 D:  1-Hit  WJ+2
 E:  1-Hit  WJ+5
 F:  1-Hit  WJ+3
 G:  1-Hit  WC+(b/db+3)
 H:  1-Hit  WJ+(QCb+3/:3)
 I:  1-Hit  WJ+6
 J:  3-Hit  B,f+1/:1          Break 2nd Hit With 3/6
 K:  3-Hit  (F,b)/(B,f)+2/:2  Break 2nd/3rd Hit With 1/4
 L:  3-Hit  B,f+3/:3          Break 2nd/3rd Hit With 2/5

LINKERS:

 M:  3-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button


AUTO-LINKERS:

 2-Hit  4          Links From A/G/H/M, Break Any Hit With 3/6
 2-Hit  2          Links From H/I/J/L, Break Any Hit With 1/4
 2-Hit  5          Links From F/K/M, Break Any Hit With 1/4
 2-Hit  d/df/db+3  Links From E, Break Any Hit With 2/5
 3-Hit  1          Links From B/C, Break Any Hit With 3/6
 3-Hit  6          Links From B/D/G/J/L/M, Break Any Hit With 2/5


COMBO ENDERS:

 1-Hit  Launches  QCf+4/:4  Usable After Three Hits
 1-Hit  Launches  QCf+5/:5  Usable After Three Hits
 3-Hit  Ends      QCf+6/:6  Usable After Two Hits, Break 2nd Hit With 2/5
 3-Hit  Launches  B,f+3/:3  Usable After Three Hits, Break 2nd Hit With 2/5
 4-Hit  Launches  QCb+2/:2  Usable After Two Hits, Break 2nd Hit With 1/4
 4-Hit  Launches  QCb+3/:3  Usable After Two Hits


OTHER MOVES:

 1-Hit Juggle  QCf+4/:4       Blue Phoenix
 3-Hit Juggle  WP+(QCf+4/:4)  Triple Blue Phoenix, -1 Power
 Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                 ~(QCb+3)       Air Dive
               WJ+2/5         Must Hit Opponent In Midair
                 ~(QCb+1)       Air Dive
               WJ+3/6         Must Hit Opponent In Midair
                 ~(QCb+2)       Air Dive

================================================================================
==============================                   ===============================
= 5A =========================   S E C R E T S   ===============================
==============================                   ===============================
================================================================================

DISPLAY HIGH SCORES:

 During attract mode, press up to display the high scores. The scores include
 fastest wins, longest winning streaks, most points scored in a fight, and
 longest combos for each character.


SELECT CHARACTER COLORS:

 At the character selection screen, tap up or down to change the color of your
 character. Each character has six colors to choose from. However, if both
 players select the same character, they cannot choose the same color.


RANDOMLY SELECT CHARACTER:

 At the character selection screen, press your start button while holding up
 and your character will be randomly selected for you.


SELECT STAGE OR MUSIC:

 By using certain joystick and button combinations to select your character you
 can also select the stage or music for the fight. The first player to choose
 their character using one of these combinations selects the stage and the
 second player selects the music. The joystick and button combinations needed
 to select a stage or its music are as follows:

             Canyon Bridge: d+1             Snow Temple: u+1
              Bloody Arena: d+2           Skull Pillars: u+2
               Lava Bridge: d+3              Icy Statue: u+3
               City Street: d+4          Castle Rooftop: u+4
           Castle Interior: d+5            City Rooftop: u+5
                   Factory: d+6          Desert Rooftop: (u+6)/(d+S)

 If both players press medium low attack while holding down to select their
 characters, they will select a special stage instead of the castle interior.
 This stage consists of a tiny platform in the sky with rapidly moving clouds.


EASY COMBO BREAKERS:

 At the versus screen, both players must press their start button while holding
 down. The announcer will say "COMBO BREAKER" and during the fight either
 player will be able to break combos using any of the three combo breaker
 buttons regardless of the buttons used to perform the combos.


HYPER FIGHTING:

 At the versus screen, both players, while holding right, must press their
 quick, medium, and fierce high attack buttons simultaneously. A "SWOOSH" sound
 will play and the gameplay speed will be increased dramatically when the fight
 starts.


PLAY AS EYEDOL:

 At the character selection screen, choose Cinder as your character. Then, at
 the versus screen, while holding right, quickly tap the following buttons in
 order: quick high attack, quick low attack, fierce high attack, medium low
 attack, medium high attack, fierce low attack. The announcer will say "EYEDOL"
 and you will be playing as Eyedol when the fight starts.

================================================================================
=============================                     ==============================
= 6A ========================   G L I T C H E S   ==============================
=============================                     ==============================
================================================================================

 This section explains how to perform and the effects of some of the more
 amusing glitches found in the game. Because many are fixed in 1.5d, some
 glitches from 1.4 have been included.

 Each glitch is listed under the heading of the highest game version that it
 appears in. However, they probably work the same in earlier versions. Also,
 there may be alternate methods for triggering some glitches but they are
 omitted from this guide.

--------------------------------------------------------------------------------
 6B -  1 . 4
--------------------------------------------------------------------------------

FULGORE: SHRINK

 Fulgore can shrink a character to approximately half of their normal size.
 This glitch can only be used to shrink player one's character, however. For
 example, if you trigger the glitch as player one, your character will shrink,
 but if you trigger it as player two, your opponent's character will shrink.

 For it to work, you must be playing as Fulgore on one of the three rooftop
 stages. Also, your opponent must be backed to the rooftop edge. After that,
 simply perform Fulgore's blade dash using fierce low attack, making sure to
 hit your opponent, then immediately perform Fulgore's teleport using quick low
 attack. You will know it worked if either you or your opponent have shrunk
 after Fulgore reappears.


GLACIUS: SHRINK

 Glacius can also shrink players, similar to Fulgore. Unfortunately, it is more
 difficult to do Glacius's version of the glitch. To do it, you must be playing
 as Glacius on one of the rooftop stages and your opponent must be backed into
 a corner (not an edge). Then, simply perform Glacius's teleport with quick low
 attack. If your opponent was positioned correctly, player one's character will
 be half of their normal size after Glacius reappears.

 The exact positioning needed for this glitch to work is difficult to describe.
 However, here is a guaranteed, although impractical, way of correctly placing
 the characters. For this to work, player two's character should not move
 unless explicitly stated. First, choose Glacius as player one's character, and
 when the fight starts, have him perform a puddle punch using fierce low
 attack. After his opponent stands up, have them jump back once. Next, have
 Glacius teleport behind them and perform another puddle punch using fierce low
 attack. This knocks Glacius's opponent back towards the middle of the roof.
 After they recover, have them walk backwards until they are in the corner.
 Now, Glacius's opponent should be positioned in a way so that if Glacius
 teleports behind them, he will shrink.


ORCHID: FROG ABUSE

 This is a simple glitch that allows Orchid to beat up her opponent for a few
 seconds after turning them into a frog with her finishing move. Normally, when
 not using the glitch, Orchid's only options are to squash them or do nothing
 at all.

 To do it, when your opponent is out of life, perform the first part of
 Orchid's frog finishing move then hold up on the joystick. After a few seconds
 she will jump into the air and thereafter will be able to move or attack
 normally. There will only be a few seconds to do anything, but if she hits the
 frog, the opponent will revert back to their normal form with an abnormal
 greenish color.


SPINAL: UNLIMITED SKULLS

 It is possible to trick the game into thinking that Spinal has an unlimited
 supply of orbiting skulls. The main benefit, of course, is that it allows
 Spinal to endlessly throw flaming skulls or fireballs. The glitch also makes
 it possible for Spinal to do 80-hit combos if he uses it to repeatedly juggle
 his opponent.

 To trigger this glitch, you must be playing as Spinal and he needs to have
 exactly one orbiting skull. Once he does, while holding quick high attack,
 roll the joystick in a quarter-circle forward motion, and, while still holding
 forward, press medium high attack then immediately release quick high attack.
 You will know it worked if Spinal throws two flaming skulls.

 At this point, Spinal may throw any number of flaming skulls or fireballs.
 However, do not absorb any special attacks with his shield block move or he
 will overload and his orbiting skulls will reset to zero.

--------------------------------------------------------------------------------
 6C -  1 . 5 D
--------------------------------------------------------------------------------

SPINAL: MIDAIR MORPHS

 Immediately after inputting one of Spinal's morph combo enders, if you tap up,
 he will jump into the air before morphing. Doing this can result in some
 entertaining combos, such as when the morph ender partially or completely
 misses the opponent.


SPINAL: STAY MORPHED AS JAGO/THUNDER

 Spinal can stay permanently morphed as his opponent's character, either Jago
 or Thunder, if he misses them with certain morph combo enders. While morphed,
 Spinal becomes the character and can do most of their moves or combos,
 including finishing moves. However, if he is hit, jumps, or uses any moves
 which cause him to leave the ground, Spinal will return to his normal form.

 To stay morphed as Jago, miss Jago with Spinal's d,d+4 or d,d+5 combo enders.
 To stay morphed as Thunder, miss Thunder with Spinal's d,d+1 combo ender. The
 easiest way to miss is to start a combo using manual hits while the opponent
 is barely within range. Then, when you initiate Spinal's morph combo ender,
 the opponent will be out of range, causing it to miss. For example, while
 standing about a player length away from his opponent, Spinal can do two
 medium high attacks followed by the required ender.

================================================================================
==============================                   ===============================
= 7A =========================   C R E D I T S   ===============================
==============================                   ===============================
================================================================================

                                 A u t h o r

                                Miles Hardison

...............................................................................

                            C o n t r i b u t o r s

                                 Grant Bugher
                                 Joey Carter
                                  Phil Ervin
                                   Henry Ha
                                  Matt Hoppa
                                Jesse Kindwall
                                Doug McClendon
                                 James Polak
                               George Samuelson

...............................................................................

                         O t h e r   R e s o u r c e s

                                   Guides:

                   Killer Instinct FAQ v5.4 by Brian Smolik

                                   Videos:

                 Killer Instinct Compendium by NKI and Mike Z
                     Killer Instinct Bugs by JAG and EMI

                                   Forums:

                    http://killerinstinctonline.net/forum/