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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
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4L - T H U N D E R
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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/