KILLER INSTINCT for the Nintendo Game Boy FAQ/Guide
================================================================================
Version: 1.3
Author: Tyler O'Malley
Contact: vlakorados71 [at] aol [dot] com
Killer Instinct for the Nintendo Game Boy is a port of the arcade game of the
same name. Concessions were made due to the Game Boy's limitations, but the
game is largely faithful to the original in terms of combos, move lists, and
gameplay.
TABLE OF CONTENTS [KEYWORD SEARCH]
================================================================================
1. Version History [VER##]
2. General Gameplay Information [GEN01]
- Buttons and Command Inputs [INPT1]
- Standard Terminology [TERM2]
- Combo Terminology [TERM3]
3. Character Information [CHAR1]
- Fulgore [FULG1]
- Glacius [GLAC2]
- Jago [JAGO3]
- Orchid [ORCH4]
- Sabrewulf [WULF5]
- Spinal [SPIN6]
- Thunder [THUN7]
- TJ Combo [COMB8]
- Eyedol [EYED9]
3. Block Charts [BLOK1]
- Normal Attacks [NBLK2]
- Command Normal Attacks [CBLK3]
4. Miscellaneous Information [MISC1]
- Spinal Ender Chart [SEND2]
5. Copyright [END01]
********************************************************************************
VERSION HISTORY [VER##]
********************************************************************************
Version 1.3 - 09.07.2021 - Stored Auto-Double section adde
- Glacius, Spinal, Orchid, Fulgore stun combos updated
- Sabrewulf juggle recapture added
- Sabrewulf unique auto-double info expanded
- Orchid Shadow Fire Cat misc info updated
- Orchid command normals updated
- Minor grammatical changes
Version 1.2 - 08.17.2020 - Stored Auto-Double section added
- Fulgore, Jago, Spinal stun combos added
- Updated combo notation for clearer transitions
between button inputs
- Super Game Boy info added
- Minor grammatical changes
Version 1.1 - 06.23.2020 - Orchid and Spinal stun combos added
- Orchid command normal cancels updated
- Spinal teleport feint info updated
- Spinal command normal info updated
- Time out pause noted
- Minor grammatical changes
Version 1.0 - 05.15.2020 - Initial release
********************************************************************************
GENERAL GAMEPLAY INFORMATION [GEN01]
********************************************************************************
This section highlights general gameplay mechanics.
Killer Instinct is a fighting game with a few changes to the typical fighting
game formula. For example, fights are one-on-one affairs and characters have
two life bars. However, Killer Instinct does not have the traditional neutral
reset between each round.
When a character loses a life bar, the opponent's health and the timer do not
reset. Instead, the timer pauses and the game briefly takes away control from
both players and attempts to set them apart before returning control to the
players to continue the fight. In essence, Killer Instinct's battles function
like one continuous fight with a neutral spacing reset after the each fighter
loses his first life bar.
Moving Between Rounds
---------------------
When you deplete your opponent's first life bar you have a short window to
move around before control is taken away from you and the game attempts to walk
your character away from the opponent.
If you initiate a lengthy animation (like a full screen Wind Kick, a teleport
next to the opponent, or even a well-timed jump over your opponent's head),
the animation will play out during the position reset and you will start the
next portion of the fight right next to your opponent.
Time Outs
---------------------
If the timer counts down to zero, the fight ends and the player with more
health wins. In the event that both characters have the same health, the CPU
wins. In a two-player battle, both characters are sent to the continue screen.
Characters stop taking damage as soon as time runs out on the clock. Attacks
in progress and airborne projectile will still make contact with the opponent,
but no damage will be incurred. It is not possible to time out while an ultra
combo is occuring because the clock stops as soon as the ultra combo begins.
Unlike other end-of-match scenarios where control is removed from the player,
the game can still be paused during time out victories.
Double KOs
---------------------
If both players lose their second life bar at the same time, the game ends in
a draw. In a one-player game, the CPU wins; in a two-player game, both players
are sent to the continue screen.
Danger State
---------------------
When a character loses his second life bar, he will be stunned for several
seconds and his opponent will have an opportunity to perform an Ultimate or
Humiliation. If the defeated character takes any damage during the danger
state or the short time frame to input a finishing move ends, he will will
keel over, ending the fight.
If the match timer expires during a danger state, the stunned opponent keels
over and the fight ends immediately.
If the stunned player rapidly presses buttons and directional inputs, he can
recover with the minimum amount of health and a large damage boost. However,
any amount of damage, including a blocked special attack, will KO him.
Stuns
---------------------
If a character is hit with a steady sequence of attacks in a short timeframe,
he will be stunned and unable to move, attack, or defend for several seconds.
The stunned character can speed up his recovery time by rapidly pressing buttons
and directional inputs.
Comeback Damage Mechanic
---------------------
Killer Instinct helps players who are losing a fight by increasing their damage
output. This is a direct increase to all attacks and is especially noticeable
when the disparity between life bars is large.
For example, it typically takes 25 light attacks to deplete an opponent's life
bar. If your second life bar is nearly depleted and the opponent hasn't taken
any damage at all, it will only take you only 18 light attacks to deplete his
first life bar. At critical health, Combo's Cyclone special move will hit for
1/3 of an opponent's life bar.
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BUTTONS AND COMMAND INPUTS [INPT1]
================================================================================
Default controls
---------------------
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| A | Kick (denoted with K in move lists) |
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| B | Punch (denoted with P in move lists) |
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| Select | No effect |
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| Start | Pauses game, menu selection |
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| D-pad Up | Jump |
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| D-pad Down | Crouch |
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| D-pad Right | Move character right |
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| D-pad Left | Move character left |
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Sample Input Notation
---------------------
Killer Instinct uses standard fighting game inputs like quarter-circles,
half-circles, charge moves, and double-taps for special moves. For example, if
you see the input below
D DF F + P
it indicates you must roll your finger from the DOWN position to the FORWARD
position on the directional pad, then press the PUNCH button in conjunction
with the FORWARD button. This is the same as QCF+P or 236+P in other notations.
Additional Examples
---------------------
Air Combo: JK >>> F B + K
To complete this two-hit air combo, you must land a jump kick on an airborne
opponent, then quickly press FORWARD then BACK in conjunction with the kick
button.
Charge Attack: CB F + P
Hold away from the opponent for at least .5 seconds, then press toward the
opponent and PUNCH at the same time.
Dash Attack: F F P
Tap toward the opponent twice and press PUNCH. In practice, this attack should
be input as F F (hold) P where the second F input is held until PUNCH is
pressed.
================================================================================
STANDARD TERMINOLOGY [TERM2]
================================================================================
Heavy Attack
---------------------
A normal attack performed by pressing the PUNCH or KICKk button. These are
typically a character's heavy attacks from the arcade game.
Heavy attacks can be used after certain openers (jump-in attacks), auto-doubles,
and linkers to add an extra hit. For example, Thunder can add a K after his
auto-doubles in the combo below for 14 or 15 hits instead of 13.
13 hits: JP >>> K >>> CF B + P >>> K >>> D DF F + K
14 hits: JP >>> K >>> K >>> CF B + P >>> K >>> D DF F + K
15 hits: JP >>> K >>> K >>> CF B + P >>> K >>> K >>> D DF F + K
Light Attack
---------------------
A normal attack performed by pressing forward (F) in conjunction with the P or
K button. These are typically a character's light attack from the arcade game.
Command Normal
---------------------
A normal attack that requires pressing back (B) in conjunction with the P or K
button.
Special Move
---------------------
An attack typically requiring two or more directional inputs in conjunction with
an attack button. Special moves inflict light damage on blocking opponents.
Special Cancel
---------------------
Many normal attacks can be special cancelled by inputting a special move during
the attack's animation. This will interrupt the recovery frames of the attack
animation with the special attack.
Tap Input
---------------------
Some special moves and combo enders can be altered by lightly tapping the button
instead of pressing it normally. Tap inputs can do things like alter the range
of an attack or turn it into different attack entirely.
Negative Edge (NE) Input
---------------------
Some special moves and combo enders can be altered by holding the attack button,
performing the corresponding d-pad input, and releasing the attack button when
you would normally press the button. This will give special moves unique
characteristics like faster speed or the ability to interrupt the opponent's
project-immune special move.
Charge Moves
---------------------
Some special moves are initiated by holding a button down before performing
remainder of the input (this is different from negative edge). Charge moves
typically require a half-second of charging, but some receive a perk for
charging longer.
Blocking
---------------------
Blocking is done by holding the d-pad in the opposite direction relative to
the attacking player. Plenty of attacks can be blocked while either
standing (B) or crouching (DB), but some attacks must be blocked high
(overheads) and some must be blocked low (sweeps).
Block information for special attacks is noted in the profile for each
character; block information for normal attacks and command normals is located
in the block chart toward the end of this guide.
Overhead
---------------------
An attack that breaks the guard of a crouching opponent. Overheads can be combo
openers. The universal standing overhead (B + P) will execute only if performed
while the opponent is crouching.
Low Profile
---------------------
A status wherein high and mid-level attacks miss the defending character. All
characters except Eyedol have at least one normal or special attack that will
help them low profile mids. Examples include sweep attacks (D + K) or special
attacks like TJ Combo's Rollercoaster.
Jump-in Attack
---------------------
A jumping attack (denoted with JP or JK) that hits a grounded opponent. Jump-in
attacks are overheads and work as openers.
Reversal
---------------------
A special move usable while a character is standing up after being knocked to
the ground. Reversals have invincible frames, high priority, and sometimes
animate faster than a typical special move. Many are projectile immune.
Shadow Move
---------------------
A negative edge version of a special move only available after performing a
combo breaker. Shadow moves often have faster animations and can only be used
while the combo breaker buff is active.
Ultra
---------------------
A flashy combo ender that is only available when the opponent is in a critical
state (flashing life bar). Ultras end the fight immediately.
Ultimate
---------------------
A fatality-esque finishing move that is only usable after depleting the
opponent's second life bar. These attacks must be input while DANGER is
flashing at the top of the screen and you must be at the correct range. For
example, Jago's Ultimate requires him to be next to the opponent, while Spinal
can activate his Ultimate from mid-screen.
Humiliation
---------------------
A special move that is only usable after depleting the opponent's second life
bar when you are still on your first life bar. These must be input while DANGER
is flashing at the top of the screen. There is not a positioning requirement
for
Humiliations.
================================================================================
COMBO TERMINOLOGY [TERM3]
================================================================================
Combos are defined as two or more hits in rapid, unblockable succession. This
is achieved by landing consecutive attacks before the opponent has recovered
from hit stun.
Killer Instinct's claim to fame is its dynamic combo system that allows players
to create combos extending far beyond that of other games. Combo damage works
in diminishing returns: the longer a combo is extended, the less damage hits
will do late in the sequence.
This guide does not attempt to catalog every possible combo in the game.
However, some characters have unique combos where they defy the conventional
mechanics of the system. These scenarios will be noted in the character-
specific section of the guide.
The terminology below explains the combo system and what options there are for
the attacker and the defender.
Opener
---------------------
Any attack, usually a special move, which can begin a combo by transitioning
into an auto-double. Openers that hit two or more times can sometimes go
directly into linkers and enders.
Auto-double
---------------------
An input after an opener that prompts the player's character to automatically
cycle through two or three additional attacks. This keeps the combo going and
can transition into a linker or ender.
Linker
---------------------
A special move or input that extends a combo. Linkers can only be used after
an auto-double or a multi-hit opener. Linkers can be used only once in a combo
string (although there are several unintended infinite combos due to unique
combinations of auto-doubles, linkers, and hit stun).
Ender
---------------------
A special move that ends a combo by putting the opponent in a knockdown or
juggle-able state. Enders can be input as the third hit of a combo. Enders
can be turned into shadows by doing the motion with a negative edge input.
Juggle
---------------------
A special move that can hit falling opponents. The opponent must be dealt at
least two combo hits before they can be juggled. The only exceptions to this
are Fulgore and Eyedol, whose multi-projectile special attacks can juggle
jumping opponents even if the first hit is from a projectile.
Juggles can be enhanced if the character has an active combo breaker buff.
Enhanced juggles will hit multiple times at the cost of one combo breaker
perk per use (not per hit).
Stored Auto-Double
---------------------
If certain openers and linkers are used without an auto-double follow-up, a
character can then perform an otherwise impossible opener >>> auto-double
sequence. The game stores the auto-double rule of the initial attack and
applies it to the next opener used. These attacks do not have to hit the
opponent to store the auto-double.
The stored auto-double (SAD) is lost if:
-- the player attacks without using the SAD
-- the player is hit with an attack (blocking retains the SAD)
-- the next jump is not the opener in the auto-double sequence
Example: Jago cannot normally do his P (auto-double) after a JP or his
Wind Kick. However, if he uses his Laser Sword special attack, which allows
for both P and K auto-doubles, he then has the ability to do a P (auto-double)
after both JP and Wind Kick.
Note that this is not consistent across all special attacks and openers for
all characters. For example, if a linker is used to store an auto-double, it
does not always allow the next opener to use both P and K auto-doubles.
Universal SAD openers are JK, JP, and standing overhead (B + P). Character-
specific information is noted in each character's special move and miscellaneous
sections.
Air Combo
---------------------
A simple two-hit combo in the air that puts the opponent into a juggle state.
Jump-in Manual Openers
---------------------
A late jump-in attack can be followed with the same button again to start a
2 hit combo. For example, JP >>> P can be special cancelled into a linker or
ender.
Combo Breaker
---------------------
An input that interrupts an opponent's combo during an auto-double or linker.
A combo breaker is comprised of a directional sequence followed by a P or
K input. If the opponent's auto-double or linker was initiated using a P then
the combo breaker input will be K, and vice versa.
For example, if your opponent uses JP (opener) >>> K (auto-double) you
must input your combo breaker with P to break the combo during the auto-double.
Combo Breaker Buff
---------------------
Successfully performing a combo breaker will earn your character three uses of
an enhanced special move or shadow move. This is denoted by a flashing
asterisk * next to your character's name. Successive combo breakers will
refresh this to the maximum of three, but not exceed it.
Combo Counter
---------------------
The combo counter starts at 3 hits.
-----------------------------------
| Combo Name | Hits Required |
-----------------------------------
| Triple | 3 hits |
-----------------------------------
| Super | 4 hits |
-----------------------------------
| Hyper | 5 hits |
-----------------------------------
| Brutal | 6 hits |
-----------------------------------
| Master | 7 hits |
-----------------------------------
| Awesome | 8 hits |
-----------------------------------
| Blaster | 9 hits |
-----------------------------------
| Monster | 10 hits |
-----------------------------------
| King | 11 hits |
-----------------------------------
| Killer | 12 - 18 hits |
-----------------------------------
| Ultra | 19 - 99 hits |
-----------------------------------
Several characters have infinite combos, but the combo counter stops at 99.
********************************************************************************
CHARACTER INFORMATION [CHAR1]
********************************************************************************
Killer Instinct has nine playable characters. Each character section includes
the following information.
- Special Moves
-- TAP: info on using a tap input with the special move
-- NE: info on using a negative edge input with the special move
-- CB: effects (if any) from using a negative edge input while the
combo breaker perk is active
-- COMBO: the special attack's role in a combo
-- BLOCK: how the special move must be blocked
-- SAD: the stored auto-double combo possible after using this move
-- MISC: additional information
- Combo Information
-- Openers
-- Linkers
-- Enders
-- Juggle
-- Combo Breaker
-- Air Combo
- Other Moves
-- Overhead
-- Command Normals
-- Ultra
-- Ultimate
-- Humiliation
- Miscellaneous
================================================================================
FULGORE [FULG1]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Laser Storm - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
COMBO: Juggle
BLOCK: Mid*
SPECIAL 2 - Double Laser Storm - PROJECTILE - Input: B B D DF F + P
--------------------------------------------------------------------------------
COMBO: Juggle
BLOCK: Mid* Mid*
MISC 1: If the first projectile hits a jumping opponent, the opponent is put
into a juggle state and can be hit by the second projectile
SPECIAL 3 - Triple Laser Storm - PROJECTILE - Input: F B B D D DF F + P
--------------------------------------------------------------------------------
COMBO: Juggle
BLOCK: Mid* Mid* Mid*
MISC 1: If the first or second projectiles connect, the opponent is put in a
juggle state and can be hit by following projectiles
SPECIAL 4 - Plasmaslice - ANTI-AIR - Input: F D DF + P
--------------------------------------------------------------------------------
TAP: Short range, quick recovery
NE: Same as tap
COMBO: Ender
BLOCK: High
MISC 1: Projectile immune
SPECIAL 5 - Cyberdash- DASH ATTACK - Input: CB F + K
--------------------------------------------------------------------------------
CB: Faster, shadow version
COMBO: Opener, Ender
BLOCK: Mid*
SAD 1: JP >>> P
SAD 2: JK >>> K
MISC 1: Will burn combo breaker charge on hit or whiff
MISC 2: Fulgore stays in shadow form for entire duration of combo
MISC 3: Cancel with F D DF + P for Plasmaslice
SPECIAL 6 - Eye Laser - MELEE ATTACK - Input: DF D DB + K
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: High
SAD 1: JK >>> K
SAD 2: JP >>> P (only when used as a linker)
SPECIAL 7 - Reflect - PROJECTILE REFLECT - Input: D DB B + P
--------------------------------------------------------------------------------
BLOCK: Reflected projectiles retain the original block requirements
MISC 1: Reflected projectiles retain special properties like NE stats or combo
breaker perks
SPECIAL 8 - PLASMA-PORT - TELEPORT - Input: B D DB + P/K
--------------------------------------------------------------------------------
TAP: Puts Fulgore at mid-screen in front or behind the opponent (instead of
right next to them
COMBO: Ender (P only)
MISC 1: P teleports in front of opponent, K teleports behind opponent
MISC 2: Input Plasmaslice during teleport animation and it will come out quicker
MISC 3: Input Cyberdash during teleport animation and it will come out quicker
COMBO INFO
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|Type | Input | Auto-double (hits) |
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|Opener 1 | CB F + K | P(2) or K(3) |
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|Opener 2 | DF D DB + K | K(3) |
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|Opener 3 | | |
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|Opener 4 | | |
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|Linker | DF D DB + K | P(2) or K(3) |
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|Ender 1 | F D DF + P | 4 hits |
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|Ender 2 | B D DB + P | 4 hits |
--------------------------------------------------------------------------------
|Ender 3 | CB F + K | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle 1 | D DF F + P | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|Juggle 2 | B B D DF F + P | 2 hits |
--------------------------------------------------------------------------------
|Juggle 3 | F B B D DF F + P | 3 hits |
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|C Breaker | F D DF + P/K | |
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|Air Combo | JP >>> F D DF + P | must hit airborne foe (juggle state) |
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OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Reversal | F D DF + P | |
--------------------------------------------------------------------------------
|Ultra | F D DF + P | 18 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | D DF F + K | Close-mid range |
--------------------------------------------------------------------------------
|Humiliation | B DB D DF F + P | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Fulgore cannot break projectile-immune attacks with his own projectiles
- D + P knocks opponent into the air if used right after linker. This does not
allow the opponent to be juggled.
- Fulgore has multiple combos that leave the opponent in stun and can be
repeated
until the opponent's life bar is depleted.
-- P >>> DF D DB + K >>> D + P
-- P >>> DF D DB + K >>> CB F + K
-- D + P >>> DF D DB + K >>> CB F + K
-- D + P >>> DF D DB + K >>> P (can cancel into ender and stun)
-- D + P >>> DF D DB + K >>> D + P (can cancel into ender and stun)
-- DF D DB + K >>> P >>> CB F + K
-- DF D DB + K P F D DF + P (tight input, must not trigger ender)
- Characters that duck high attacks while stunned will avoid the combos that
begin with Eye Laser (DF D DB + K).
================================================================================
GLACIUS [GLAC2]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Shockwave - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
NE: Faster, breaks some projectile-immune specials
CB: Fastest, breaks some projectile-immune specials
COMBO: Ender
BLOCK: Mid* or Low
MISC 1: Will burn combo breaker charge on hit or whiff
MISC 2: Will hit low at lowest point of bounce
SPECIAL 2 - Liquidize - ANTI-AIR/TELEPORT - Input: D DF F + K
--------------------------------------------------------------------------------
TAP: Teleports behind opponent
NE: Opener
COMBO: Opener, Ender, Juggle
BLOCK: Mid*
SAD 1: JK >>> K (NE input only)
SPECIAL 3 - Ice Lance - ANTI-AIR - Input: DF D DB + P
--------------------------------------------------------------------------------
BLOCK: Mid*
COMBO: Ender
SPECIAL 4 - Cold Shoulder - DASH ATTACK - Input: CB F + P
--------------------------------------------------------------------------------
BLOCK: Mid
COMBO: Opener
SAD 1: JK K
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | CB F + P | K(3) |
--------------------------------------------------------------------------------
|Opener 2 | D DF F + K (NE) | K(3) |
--------------------------------------------------------------------------------
|Opener 3 | | |
--------------------------------------------------------------------------------
|Opener 4 | | |
--------------------------------------------------------------------------------
|Linker | CF B + P | P(2) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | D DF F + P | 4 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 2 | D DF F + K | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 3 | DF D DB + P | 4 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | D DF F + K | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | B F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JP >>> F B + P | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Lunge Punch | B + P | |
--------------------------------------------------------------------------------
|Reversal | D DF F + K | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Ultra | CB F + P | 17 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | B DB D DF F + P | Close range |
--------------------------------------------------------------------------------
|Humiliation | F F B + K | Input anywhere, can be input as F F B K |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Glacius cannot juggle after his air combo.
- Can cancel B + P command normal into enders after late jump-in attacks.
- Glacius' linker allows JP >>> P and JK >>> K SAD combos.
- Glacius has one combo that puts the opponent in stun and can be repeated
until the opponent's life bar is depleted.
-- JP >>> P >>> D DF F + K
================================================================================
JAGO [JAGO3]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Endokuken - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
NE: Faster, juggles, breaks some projectile-immune specials
CB: Fastest, juggles (3 hits), breaks some projectile-immune specials
COMBO: Ender, Juggle
BLOCK: Mid
MISC 1: Will burn combo breaker charge on hit or whiff
SPECIAL 2 - Tiger Fury - ANTI-AIR - Input: F D DF + P
--------------------------------------------------------------------------------
TAP: Short range, quick recovery
NE: Further horizontal carry
COMBO: Ender
BLOCK: Mid*
MISC 1: Holding F for .5 seconds before input also triggers the NE version
MISC 2: Projectile immune
SPECIAL 3 - Laser Sword - GROUNDED ATTACK - Input: DF D DB + P
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: Mid
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 3: DF D DB + K >>> P
MISC 1: Unique D + P (2) auto-double when used as opener
SPECIAL 4 - Wind Kick - DASH ATTACK - Input: DF D DB + K
--------------------------------------------------------------------------------
NE: Faster
CB: Fastest, shadow version
COMBO: Opener, Ender
BLOCK: Mid*
SAD 1: JK >>> K
SAD 2: DF D DB + K >>> P
MISC 1: Leads into alternate F + K opener (2 hits) on hit or block
MISC 2: F + K opener can go right into linker or ender
MISC 3: Projectile immune
MISC 4: Cancel forward momentum with F + K
MISC 5: Benefits from but does not expend combo breaker buff
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | DF D DB + P | P(2) or D + P(2) or K(3) |
--------------------------------------------------------------------------------
|Opener 2 | DF D DB + K | K(3) |
--------------------------------------------------------------------------------
|Opener 3 | DF D DB + K, F + K | K(3) |
--------------------------------------------------------------------------------
|Opener 4 | | |
--------------------------------------------------------------------------------
|Linker | DF D DB + P | P(2) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | D DF F + P | 3 hits |
--------------------------------------------------------------------------------
|Ender 2 | F D DF + P | 4 hits |
--------------------------------------------------------------------------------
|Ender 3 | F D DF + P (tap/NE) | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 4 | DF D DB + K | 3 hits |
--------------------------------------------------------------------------------
|Juggle | D DF F + P (NE) | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | F D DF + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JK >>> DF D DB + K | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Reversal | F D DF + P | |
--------------------------------------------------------------------------------
|Ultra | DF D DB + K | 18 hits |
--------------------------------------------------------------------------------
|Ultimate | B F F + P | Close range, can also be input as B F F P |
--------------------------------------------------------------------------------
|Humiliation | F DF D DB B + K | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Jago has multiple combos that put the opponent in stun and can be repeated
until the opponent's life bar is depleted.
-- P >>> DF D DB + P >>> F D DF + P (input quickly to avoid ender)
-- K >>> DF D DB + P >>> F D DF + P (input quickly to avoid ender)
-- P >>> DF D DB + P >>> D DF F + P (must trigger ender)
-- K >>> DF D DB + P >>> D DF F + P (must trigger ender)
-- P >>> DF D DB + P >>> DF D DB + K (ender or special both work)
-- K >>> DF D DB + P >>> DF D DB + K (input quickly to avoid ender)
================================================================================
BLACK ORCHID [ORCH4]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Lasaken - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
NE: Slower, breaks some projectile-immune specials
COMBO: Ender, Juggle (different input)
BLOCK: Mid
MISC 1: The D DF F portion of the input is not used for juggles
SPECIAL 2 - Flik Flak - MULTI-HIT ATTACK - Input: CB F + K
--------------------------------------------------------------------------------
COMBO: Opener, Ender
BLOCK: Mid* Mid* Mid*
SAD 1: JK >>> K
MISC 1: 3 hits with unique B + K (2) auto-double afterward
SPECIAL 3 - Fire Cat - DASH ATTACK - Input: CB F + P
--------------------------------------------------------------------------------
CB: Shadow version
COMBO: Opener
BLOCK: Low
SAD 1: JK >>> K
MISC 1: Will burn combo breaker charge on hit or whiff
MISC 2: Orchid stays in shadow form for the entire duration of the combo
MISC 3: Projectile immune against regular fireballs
SPECIAL 4 - Fire Cat 2 - DASH ATTACK - Input: CF B + P
--------------------------------------------------------------------------------
COMBO: Opener
BLOCK: Low Low
SAD 1: JP >>> P
SAD 2: JK >>> K
MISC 1: Shorter range than Fire Cat
MISC 2: Can hit twice
MISC 3: Projectile immune against regular fireballs
SPECIAL 5 - Niguu Giri- MELEE LAUNCHER - Input: DF D DB + P
--------------------------------------------------------------------------------
TAP: See Special 6 - Ichi
NE: See Special 6 - Ichi
COMBO: Ender
BLOCK: Mid*
SAD 1: JK >>> K
MISC 1: 2 hits
MISC 2: If both hits connect, the opponent will be in a juggle state
SPECIAL 6 - Ichi - DASH ATTACK - Input: DF D DB + P (tap or NE only)
--------------------------------------------------------------------------------
TAP: Mandatory
NE: Alternate input
BLOCK: Mid*
COMBO: Opener, Ender
SAD 1: JK >>> K
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | CB F + P | K (3) |
--------------------------------------------------------------------------------
|Opener 2 | CF B + P | K(3) |
--------------------------------------------------------------------------------
|Opener 3 | CB F + K | K (3) or B + K (2) |
--------------------------------------------------------------------------------
|Opener 4 | DF D DB + P (tap/NE) | K (3) |
--------------------------------------------------------------------------------
|Linker | CF B + K | P(3) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | D DF F + P | 4 hits |
--------------------------------------------------------------------------------
|Ender 2 | CB F + K | 4 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 3 | DF D DB + P | 4 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | P | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | B F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JP >>> F B + P | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | Links to K(3) auto-double |
--------------------------------------------------------------------------------
|Backhand | B + P | |
--------------------------------------------------------------------------------
|Backflip | B + K | |
--------------------------------------------------------------------------------
|Reversal | B F + K | 2 hits, input B + K for linker |
--------------------------------------------------------------------------------
|Ultra | CB F + P | 19 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | D F B + K* | Close range, can also be input as D F B K |
--------------------------------------------------------------------------------
|Humiliation | F DF D DB B + P | Input anywhere |
--------------------------------------------------------------------------------
* Hold K (or press it with the correct timing) to stomp on the transformed
opponent
MISCELLANEOUS
- Ultra has extremely tight input window (inputting the command too quickly will
trigger the Fire Cat special and inputting it too slowly will drop the combo)
- Shadow Fire Cat keeps Orchid in shadow form until the combo is completed. If
she drops a combo that starts with Shadow Fire Cat she will remain in shadow
for several seconds. If the match ends during this time (i.e. she performs
her Ultimate), she will stay in shadow form until the screen transition.
- Orchid's reversal crushes Spinal's Power Devour as it is not considered a
special attack and does not do chip damage
- Standing P cancels into her B + P command normal. This is a two-hit combo.
This can become a three-hit combo if the sequence begins with JP.
- Orchid's B + P command normal does chip damage and can transition into a
linker or ender if it is the second
- Standing P cancels into her B + K command normal if it is the first hit in a
sequence of attacks.
- Standing K cancels into her B + K and B + P command normals
- Orchid has a unique stored auto-double rule for her standing K normal. She
can do a standing K P (auto-double) after JK, Flik Flak, Fire Cat 2, or her
linker.
- Orchid's linker allows JP P and JK K SAD combos
- Orchid has multiple combos that leave the opponent in stun and can be repeated
until the opponent's life bar is depleted.
-- JP >>> P >>> DF D DB + P
-- JP >>> D + P >>> DF D DB + P
-- JK >>> D + P >>> DF D DB + P
-- P >>> B + P >>> DF D DB + P
-- K >>> B + P >>> DF D DB + P
-- P >>> B + P >>> D DF F + P (tight timing)
-- K >>> B + P >>> D DF F + P (tight timing)
================================================================================
SABREWULF [WULF5]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Firebat - PROJECTILE - Input: D DB B + P
--------------------------------------------------------------------------------
NE: Faster, breaks some projectile-immune specials
BLOCK: Mid*
SPECIAL 2 - Sabrecut - ANTI-AIR - Input: CB F + P
--------------------------------------------------------------------------------
COMBO: Ender
BLOCK: Mid*
MISC 1: Run cancel with B + P for immediate Sabrecut
MISC 2: Run cancel with B + K for Sabrepounce
MISC 3: Run cancel with D + K for Sabreroll
SPECIAL 3 - Sabrepounce - DASH ATTACK - Input: CB F + K
--------------------------------------------------------------------------------
COMBO: Opener, Ender, Juggle
BLOCK: Mid*
SAD 1: JP >>> P
SAD 2: JK >>> K
MISC 1: Start-up crouch will low profile fireballs but can be hit during lunge
MISC 2: Links into Sabrespin and Sabreroll
SPECIAL 4 - Sabrespin - MULTI HIT ATTACK - Input: F B + P
--------------------------------------------------------------------------------
CB: Adds second spin, travels farther
COMBO: Opener
BLOCK: Mid* Mid* (or Mid* Mid* Mid* Mid*)
SAD 1: JP >>> P
MISC 1: Will burn combo breaker perk or howl perk on hit
MISC 2: 2 hits, 4 hits with combo breaker or howl buff
SPECIAL 5 - Sabreroll - MULTI HIT ATTACK - Input: F B + K
--------------------------------------------------------------------------------
CB: Adds second roll, faster, travels farther, shadow version
COMBO: Opener
BLOCK: Low Low (or Low Low Low Low)
SAD 1: JK >>> K
MISC 1: Will burn combo breaker perk or howl perk on hit
MISC 2: 2 hits, 4 hits with combo breaker or howl perk
MISC 3: Low profile
MISC 4: Can link into itself infinitely (tight execution)
MISC 5: Links into Sabrespin
SPECIAL 6 - Howl - BUFF - Input: DF D DB + K
--------------------------------------------------------------------------------
MISC 1: Next Sabrespin or Sabreroll will spin or roll twice
MISC 2: Adds asterisk next to life bar but does not allow for multi-hit juggle
MISC 3: Can only store one charge
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | CB F + K | P(2) |
--------------------------------------------------------------------------------
|Opener 2 | F B + P | K (3) or straight into linker or ender |
--------------------------------------------------------------------------------
|Opener 3 | F B + K | P (2) or straight into linker or ender |
--------------------------------------------------------------------------------
|Opener 4 | | |
--------------------------------------------------------------------------------
|Linker | F F + P | P(2) or F B + P (3) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | CB F + K | 4 hits |
--------------------------------------------------------------------------------
|Ender 2 | CB F + P | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 3 | | |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | CB F + K | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | B F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JK >>> F B + K | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Reversal | B F + P | |
--------------------------------------------------------------------------------
|Ultra | F B + K | 19 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | B B + K | Close range, can also be input as B B K |
--------------------------------------------------------------------------------
|Humiliation | F F F + P | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- F B + P auto-double has extremely long hit stun, can only be used after the
linker, and can be followed up with a single-button P or K auto-double, a
special move, or a combo ender.
- CB Juggle can hit 3 times but looks deceptively like a single hit
- Juggle after air combo will recapture an opponent if it connects right as the
opponent's body is hitting the ground. The opponent will be reset to a
standing non-combo hitstun and Sabrewulf perform a full grounded combo.
- A crouching Sabrewulf can avoid many mid attacks that would hit other
characters
- Sabrewulf is the only character that can do ultra combos without using an
ultra ender, an infinite loop, or a combo breaker enhanced juggle
- Sabrewulf's linker allows JP >>> P and JK >>> K SAD combos
================================================================================
SPINAL [SPIN6]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Searing Skull - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
BLOCK: Mid*
MISC 1: Requires combo breaker charge or Power Devour buff
MISC 2: Will burn combo breaker or Power Devour buff on hit or whiff
SPECIAL 2 - Soulsword - MELEE ATTACK - Input: CB F + P
--------------------------------------------------------------------------------
CB: Hits twice
COMBO: Opener
BLOCK: Mid* (Mid*)
SAD 1: JP >>> P
SAD 2: JK >>> K
MISC 1: Benefits from but does not expend combo breaker or Power Devour buff
MISC 2: Can go right into ender if both hits connect
SPECIAL 3 - Soulsword 2 - MELEE ATTACK - Input: CF B + P
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: Mid*
SAD 1: JP >>> P
SAD 2: JK >>> K
SPECIAL 4 - Boneshaker - DASH ATTACK - Input: F F + P
--------------------------------------------------------------------------------
TAP: Shortens run
COMBO: Opener, Ender
BLOCK: Mid
SAD 1: JK >>> K
MISC 1: Short version can hit twice with proper spacing
MISC 2: If the second hit lands, can go into auto-double, linker, or ender
MISC 3: Run cancel with B + K or DB D DF + K for Sliding Kick
MISC 4: Run cancel with B + P for Soulsword
SPECIAL 5 - Sliding Kick - MELEE ATTACK - Input: DB D DF + K
--------------------------------------------------------------------------------
COMBO: Opener
BLOCK: Low
SAD 1: JP >>> P
MISC 1: Does not knock down like D + K
SPECIAL 6 - Skele-port - TELEPORT - Input: D D + P/K
--------------------------------------------------------------------------------
NE: Must be done in air
COMBO: Ender
MISC 1: P teleports in front of opponent, K teleports behind opponent
MISC 2: Input Boneshaker during teleport animation and it will come out quicker
MISC 3: Inputting a second D D + P immediately after D D + P will cause Spinal
to fake his teleport in front of the opponent and instead appear behind
behind the opponent. He cannot immediately go into Bone Shaker if the
second teleport is used.
SPECIAL 7 - Power Devour - SPECIAL ABSORB - Input: B + K
--------------------------------------------------------------------------------
MISC 1: Absorbs all high, mid, and low special attacks
MISC 2: Absorbing multi hit attacks gives multiple perks
MISC 3: Can store a maximum of six Power Devour buffs
MISC 4: Attempting to absorb a special attack while already storing 6 buffs will
cause Spinal to get knocked down, take damage, and lose all but one
Power Devour buff
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | F F P | K (3) |
--------------------------------------------------------------------------------
|Opener 2 | CB F + P | P (2) or K(3) |
--------------------------------------------------------------------------------
|Opener 3 | CF B + P | P (2) or K(3) |
--------------------------------------------------------------------------------
|Opener 4 | DB D DF + K | P (2) |
--------------------------------------------------------------------------------
|Linker | CF B + P | P(2) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | F F + P | 3 hits |
--------------------------------------------------------------------------------
|Ender 2 | D D + P | varies by opponent, see Spinal Ender Chart |
--------------------------------------------------------------------------------
|Ender 3 | D D + K | varies by opponent, see Spinal Ender Chart |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | | |
--------------------------------------------------------------------------------
|C Breaker | F F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JK >>> F B + K | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Sword Spin| B + P P (can repeat) | chains into itself for two-hit combos |
--------------------------------------------------------------------------------
|Reversal | D D + P/K | |
--------------------------------------------------------------------------------
|Ultra | D DF F + P | 18 hits |
--------------------------------------------------------------------------------
|Ultimate | B B B + K | Close/mid range, can be input as B B B K |
--------------------------------------------------------------------------------
|Humiliation | F DF D DB B + K | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Spinal's B + P command normnal can be cancelled into standing K for a two-hit
combo that can transition into one of his enders.
- After a JP, Spinal's B + P command normal can be cancelled into a linker or
ender on the first two hits. Cancelling on the first hit is easier; the
second hit has an extremely small window where it can be cancelled.
- Spinal's D D + K ender against Orchid is the same as Orchid's DF D DB + P
ender, allowing him to do two combos that leave the opponent in stun and can
be repeated until the opponent's life bar is depleted. In the combos below,
the JP must be delayed until Spinal has almost landed.
-- JP >>> P >>> D D + K
-- DB D DF + K >>> K >>> D D + K
- Spinal's D D + K ender against Jago is the same as Jago's D DF F + P ender,
allowing him to do a combo that leaves the opponent in stun and can be
repeated until the opponent's life bar is depleted.
-- DB D DF + K >>> K >>> D D + K
- Spinal's D D + K ender against Glacius is the same as Glacius' DF D DB + P
ender, allowing him to do a combo that leaves the opponent in stun and can
be repeated until the opponent's life bar is depleted.
-- DB D DF + K >>> K >>> D D + K
- Spinal's D D + P ender against Combo is the same as Combo's CB F + P
ender, allowing him to do a combo that leaves the opponent in stun and can
be repeated until the opponent's life bar is depleted. (Make sure the P is
input is not the tap or NE input or the alternate ender will not stun.)
-- DB D DF + K >>> K >>> D D + P
- If opponent's ender can be shadowed, Spinal can shadow with negative edge
- Spinal is the only character without a juggle
================================================================================
CHIEF THUNDER [THUN7]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Phoenix - PROJECTILE - Input: D DF F + K
--------------------------------------------------------------------------------
NE: Faster, juggles, breaks some projectile-immune specials
COMBO: Ender, Juggle
BLOCK: Mid* or Low
MISC 1: Press U/D to direct the projectile up or down
MISC 2: Directing it downward will allow it to hit low at the end of the arc
SPECIAL 2 - SAMMAMISH - ANTI-AIR - Input: F FD D DB B + P
--------------------------------------------------------------------------------
BLOCK: Mid
MISC 1: Cancel into Tomahawk with D DB B + P
MISC 2: Projectile immune
SPECIAL 3 - SAMMAMISH 2 - ANTI-AIR - Input: D DB B + P
--------------------------------------------------------------------------------
COMBO: Ender
BLOCK: Mid*
MISC 1: Projectile immune
SPECIAL 4 - Triplax - DASH ATTACK - Input: CB F + P
--------------------------------------------------------------------------------
COMBO: Opener, Ender
BLOCK: Mid Mid Mid
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 3: D DB B + P (in air) >>> K
MISC 1: Projectile immune
MISC 2: 3 hits
SPECIAL 5 - Triplax 2 - PROJECTILE - Input: CF B + P
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: Mid Mid Mid
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 4: D DB B + P (in air) >>> K
MISC 1: Projectile immune
MISC 2: 3 hits
SPECIAL 6 - Tomahawk - AERIAL ATTACK - Input: D DB B + P (in air)
--------------------------------------------------------------------------------
CB: Faster, shadow version
COMBO: Opener
BLOCK: High (overhead)
MISC 1: Does not expend combo breaker charge
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | CB F + P | P(3) or K(3) or straight into linker/ender |
--------------------------------------------------------------------------------
|Opener 2 | CF B + K | P(3) or K(3) or straight into linker/ender |
--------------------------------------------------------------------------------
|Opener 3 | D DB B + P (in air) | P(3) or unreliably K(3) |
--------------------------------------------------------------------------------
|Opener 4 | | |
--------------------------------------------------------------------------------
|Linker | CF B + P | P(3) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | CB F + P | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 2 | D DB B + P | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 3 | D DF F + K | 4 hits |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | D DF F + K | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | D DB B + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JP >>> D DB B + P | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Reversal | D DB B + P | |
--------------------------------------------------------------------------------
|Ultra | CB F + P | 18 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | D DF F + P | Close range |
--------------------------------------------------------------------------------
|Humiliation | D D F + K | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Infinite combo loop with Triplax 2 to K auto-double: CF B + P >>> K
================================================================================
TJ COMBO [COMB8]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Cyclone - ANTI-AIR - Input: P (hold 1.5 seconds, release) P
--------------------------------------------------------------------------------
BLOCK: Mid
MISC 1: Significant damage
MISC 2: Combo is stuck in recovery frames after the active attack frames end
SPECIAL 2 - Powerline - DASH ATTACK - Input: CB F + P
--------------------------------------------------------------------------------
TAP: See Special 3 - Rollercoaster
NE: See Special 3 - Rollercoaster
CB: Faster, projectile immune, shadow version
COMBO: Opener, Ender, Juggle
BLOCK: High
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 3: CB F + K >>> K
MISC 1: Will burn combo breaker charge on hit or whiff
MISC 2: Becomes opener if CB is held for more than one second
MISC 3: Run cancel with B + P top cancel attack
MISC 4: Run cancel with F + P for Spinfist
MISC 5: Run cancel with B + K (tap) for Flying Knee
MISC 6: Run cancel with B + K for Knee KO
SPECIAL 3 - Rollercoaster - DASH ATTACK - Input: CB F + P (tap or NE only)
--------------------------------------------------------------------------------
TAP: Mandatory input
NE: Alternate input, travels farther with extra roll
COMBO: Opener, Ender
BLOCK: Low Low (or Low Low Low Low)
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 3: CB F + K >>> K
MISC 1: Combo's only low profile move
MISC 2: Charging for more than 1 second and using tap = NE version
MISC 3: 2 hits, 4 hits with longer CB or NE version
MISC 4: NE input cannot be used if combo breaker perk is active
MISC 5: NE input only adds SAD when all four hits connect
MISC 6: charging longer adds second roll (like NE) but only adds K SAD
SPECIAL 4 - Spinfist - MELEE ATTACK - Input: CF B + P
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: Mid
SAD 1: JP >>> P
SAD 2: JK >>> K
SAD 3: CB F + K >>> K
SPECIAL 5 - Knee KO - DASH ATTACK - Input: CB F + K
--------------------------------------------------------------------------------
TAP: See Special 6 - Flying Knee
NE: See Special 6 - Flying Knee
COMBO: Opener, Ender
BLOCK: Mid*
SAD 1: JP P
SPECIAL 6 - Flying Knee - ANTI-AIR - Input: CB F + K (tap or NE only)
--------------------------------------------------------------------------------
TAP: Mandatory input
NE: Alternate input
COMBO: Ender
BLOCK: Mid
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | CB F + P (CB >1 sec) | P(3) or K(3) |
--------------------------------------------------------------------------------
|Opener 2 | CB F + P (tap/NE) | P(3) or K(3) |
--------------------------------------------------------------------------------
|Opener 3 | CB F + K | P(3) |
--------------------------------------------------------------------------------
|Opener 4 | CF B + P | P(3) or K(3) |
--------------------------------------------------------------------------------
|Linker | CF B + P | P(3) or K(3) |
--------------------------------------------------------------------------------
|Ender 1 | CB F + P | 4 hits |
--------------------------------------------------------------------------------
|Ender 2 | CB F + P (tap/NE) | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 3 | CB F + K | 2 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | CB F + P | 1 hit (3 hits with combo breaker perk) |
--------------------------------------------------------------------------------
|C Breaker | B F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | JK >>> F B + K | must hit airborne foe (juggle state) |
--------------------------------------------------------------------------------
OTHER MOVES
--------------------------------------------------------------------------------
|Name | Input | Notes |
--------------------------------------------------------------------------------
|Overhead | B + P | links to K(3) auto-double |
--------------------------------------------------------------------------------
|Reversal | CB F + K | |
--------------------------------------------------------------------------------
|Ultra | CF B + P | 18 hits (juggle state) |
--------------------------------------------------------------------------------
|Ultimate | B F F + P | Close range |
--------------------------------------------------------------------------------
|Humiliation | D D + P | Input anywhere |
--------------------------------------------------------------------------------
MISCELLANEOUS
- Cannot low profile with a regular attack
- Ending a combo with Spinfist after using it as a linker triggers his D + P
normal. This knocks the opponent into the air but does not allow a juggle.
================================================================================
EYEDOL [EYED9]
================================================================================
SPECIAL MOVES
SPECIAL 1 - Fireball - PROJECTILE - Input: D DF F + P
--------------------------------------------------------------------------------
BLOCK: Mid (or Mid Mid Mid)
MISC 1: Fires three faster projectiles if done while stomping
MISC 2: If the first or second projectiles connect, the opponent is put in a
juggle state
SPECIAL 2 - Mace Swing - ANTI-AIR / PROJECTILE REFLECT - Input: B F + P
--------------------------------------------------------------------------------
COMBO: Ender
BLOCK: Mid*
MISC 1: Reflected projectiles travel much faster than normal
SPECIAL 3 - Charge - DASH ATTACK - Input: B F + K
--------------------------------------------------------------------------------
COMBO: Opener, Linker
BLOCK: High (overhead against all characters but Sabrewulf)
MISC 1: Overhead attack
MISC 2: Crushes Spinal's Power Devour
MISC 3: Cancel with P for Mace Swing
MISC 4: Runs faster if executed while stomping
MISC 5: Does not do chip damage if blocked
SPECIAL 4 - Stomp - SPECIAL BUFF - Input: B + P
--------------------------------------------------------------------------------
MISC 1: Enhances Fireball or Charge specials if input while stomping
MISC 2: Cancel with P
MISC 3: Cancel with P + U/UF/UB for jump attack
COMBO INFO
--------------------------------------------------------------------------------
|Type | Input | Auto-double (hits) |
--------------------------------------------------------------------------------
|Opener 1 | B F + K | P(2) |
--------------------------------------------------------------------------------
|Opener 2 | P | K(2) |
--------------------------------------------------------------------------------
|Opener 3 | D + P/K | P(2) or K(2) |
--------------------------------------------------------------------------------
|Opener 4 | J (landing attack) | P(2) or K(2) |
--------------------------------------------------------------------------------
|Linker | B F + K | P(2) or K(2) |
--------------------------------------------------------------------------------
|Ender 1 | B F + P | 3 hits (juggle state) |
--------------------------------------------------------------------------------
|Ender 2 | | |
--------------------------------------------------------------------------------
|Ender 3 | | |
--------------------------------------------------------------------------------
|Ender 4 | | |
--------------------------------------------------------------------------------
|Juggle | D DF F + P | 1-2 hits, must stomp, first proj can't hit |
--------------------------------------------------------------------------------
|C Breaker | B F + P/K | |
--------------------------------------------------------------------------------
|Air Combo | | |
--------------------------------------------------------------------------------
MISCELLANEOUS
- To play as Eyedol, hold R and press SELECT START B A at the VS screen
- Eyedol is not playable in Practice Mode
- No true reversal
- Takes block damage from all attacks
- Blocks all attacks by holding BACK (Eyedol cannot crouch)
- His on-landing jump attack must be blocked low as the on-landing attack is
essentially his D + P/K attack
- Cannot break projectile-immune attacks with his own projectiles
- Cannot achieve a low profile
- Can be defeated with an Ultra combo, but not an Ultimate or Humiliation
- No benefit from combo breaker perk
- Infinite combo loop with Charge to P auto-double: B F + K >>> P
CPU AND HUMAN DIFFERENCES
- Human Eyedol cannot regenerate health while stomping
- CPU Eyedol regenerates health while stomping on his second life bar on Normal
and both life bars on Hard and Very Hard
- CPU Eyedol recovers during danger time consistently. If he is defeated after
recovering, the player's character will automatically walk up to him and end
the fight with their knockout attack
- CPU Eyedol cannot be defeated with a time out regardless of how far ahead in
life the player is. A time out against CPU Eyedol will always register as a
loss.
********************************************************************************
BLOCK CHARTS [BLOK1]
********************************************************************************
These charts detail how to block and avoid regular attacks.
H = must be blocked high or ducked under
M = must be blocked while standing or crouching
L = must be blocked low
* = hits crouching Sabrewulf
Sabrewulf is a special case in that he can duck under many mid attacks that
hit other characters. Unless otherwise noted, assume Sabrewulf can duck all
mid attacks.
================================================================================
NORMAL ATTACKS [NBLK2]
================================================================================
STANDING ATTACK | FULG | GLAC | JAGO | ORCH | WULF | SPIN | THUN | COMB | EYED
--------------------------------------------------------------------------------
Punch | M | H | M | M | M* | M* | M | M | M
--------------------------------------------------------------------------------
Weak Punch | M | H | M | M | M* | M* | M | M |
--------------------------------------------------------------------------------
Kick | H | M | M | M | M* | H | M | M | M*
--------------------------------------------------------------------------------
Weak Kick | H | M* | H | H | M* | H | H | M |
CROUCHING ATTACK | FULG | GLAC | JAGO | ORCH | WULF | SPIN | THUN | COMB | EYED
--------------------------------------------------------------------------------
Punch | M* | L | M* | L | L | L | L | M* | L
--------------------------------------------------------------------------------
Weak Punch | L | L | L | L | L | L | L | L |
--------------------------------------------------------------------------------
Kick | L | L | L | L | L | L | L | L | L
--------------------------------------------------------------------------------
Weak Kick | L | L | L | L | L | L | L | L |
================================================================================
COMMAND NORMALS [CBLK3]
================================================================================
The standard B + P input for universal overheads will override the command moves
below if the opponent is crouching.
COMMAND ATTACK | FULG | GLAC | JAGO | ORCH | WULF | SPIN | THUN | COMB | EYED
--------------------------------------------------------------------------------
B + P | | M | | H | | M* | | |
--------------------------------------------------------------------------------
B + K | | | | M | | | | |
********************************************************************************
MISCELLANEOUS INFORMATION [MISC1]
********************************************************************************
Eyedol Code
---------------------
Hold RIGHT and enter SELECT START B A at the character portrait VS screen. The
combo breaker sound effect will confirm the input.
Eyedol is not playable in Practice Mode.
Random Character Select
---------------------
At the character select screen, hold UP and press any button.
Stage Select Codes
---------------------
Input the codes below at the character portrait VS screen. You must hold a
direction and press the listed button. The combo breaker sound effect will
confirm the input.
These codes will only work in the two-player versus and two-player practice
modes.
---------------------------------------------------------------------
| Input | Up | Down | Up/Left |
---------------------------------------------------------------------
| Select | Canyon Bridge (THUN) | Boxing Gym (COMB) | Alley* |
---------------------------------------------------------------------
| Start | Castle Rooftop (SPIN) | Factory (FULG) | |
---------------------------------------------------------------------
| A | Mountain Shrine (GLAC)| City Rooftop (ORCH) | |
---------------------------------------------------------------------
| B | Castle (WULF) | Tiger Shrine (JAGO) | |
---------------------------------------------------------------------
*Secret stage only available by using this code
Eyedol's stage is not selectable via code but can be chosen by the system's
random stage rotation in two-player modes.
Difficulty Differences
---------------------
In addition to A.I. differences, there are several other changes between Killer
Instinct's five difficulty modes.
- Very Hard
-- Final boss sequence: Spinal > Fulgore > Eyedol
-- Eyedol recovers health while stomping on both life bars
-- Reward: Character ending
-- Reward: Supreme Champion reward screen
-- Reward: Eyedol cheat code
- Hard
-- Final boss sequence: Spinal > Fulgore > Eyedol
-- Eyedol recovers health while stomping on both life bars
-- Reward: Character ending
- Normal
-- Final boss sequence: Spinal > Fulgore > Eyedol
-- Eyedol recovers health while stomping on second life bar only
-- Reward: Character ending
- Easy
-- Final boss sequence: Spinal > Fulgore > Eyedol
- Very Easy
-- Final boss sequence: Spinal > Fulgore
Super Game Boy Functionality
---------------------
Playing Killer Instinct on the Super Game Boy SNES cartridge adds several
features to the game.
-- Custom border with Spinal, Fulgore, and Orchid
-- Color character portraits on VS screen
-- Two-player practice mode with second controller
-- No Versus option at title screen (second player joins after Start
Game is selected)
Killer Instinct Game Boy OST
---------------------
The Killer Instinct Game Boy Original Soundtrack is available for purchase at
composer Graeme Norgate's BANDCAMP profile.
https://graemenorgate.bandcamp.com/album/killer-instinct-gameboy-ost
================================================================================
SPINAL ENDER CHART [SEND2]
================================================================================
Using Spinal's D D + P or D D + K ender will transform him into his opponent
as he performs one of the opponent's enders instead of his own. The chart below
details each of Spinal's transformations.
Many of these enders launch the opponent, but Spinal cannot juggle falling
opponents.
------------------------------------------------------------
| Spinal Ender | D D + P | Hits | D D + K | Hits |
------------------------------------------------------------
| Fulgore | F D DF + P | 4 | B D DB + P | 4 |
------------------------------------------------------------
| Glacius | D DF F + K | 4 | DF D DB + P | 4 |
------------------------------------------------------------
| Jago* | F D DF + P | 4 | D DF F + P | 4 |
------------------------------------------------------------
| Orchid | D DF F + P | 3 | DF D DB + P | 4 |
------------------------------------------------------------
| Sabrewulf | CB F + K | 4 | CB F + P | 3 |
------------------------------------------------------------
| Spinal | F F + P | 3 | F F + P | 3 |
------------------------------------------------------------
| Thunder | D DF F + K | 4 | CB F + P | 3 |
------------------------------------------------------------
| Combo** | CB F + P | 4 | CB F + K | 2 |
------------------------------------------------------------
| Eyedol | CB F + P/K | 3 | CB F + P/K | 3 |
------------------------------------------------------------
*Using a TAP or NE input for D D + P will trigger Jago's F D DF + P (TAP or NE)
ender (3 hits)
**Using a TAP or NE input for D D + P will trigger Combo's CB F + P (TAP or NE)
ender (3 hits)
********************************************************************************
END [END01]
********************************************************************************
Thank you for reading this guide. If you find incorrect or incomplete
information, please email me at the address below.
vlakorados71 [at] aol [dot] com
Copyright 2021 Tyler O'Malley
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