Killer Instinct FAQ

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                        Alternative FAQ v2.1 

                         Dr Daytona@aol.com 

              Copyright (C) 1994/1995 by Miles Hardison 

 

                         January 10th, 1995 

               Written and Compiled by Miles Hardison 

 

########################################################################## 

##############################  Contents  ################################ 

########################################################################## 

 

1) Contents 

2) General Info 

3) Key to Moves 

4) Individual Moves 

5) Key to Combos 

6) Individual Combos 

7) Tricks  

8) Glitches 

9) Credits 

 

########################################################################## 

#############################  General Info  ############################# 

########################################################################## 

 

Regular Moves: 

Basic punches and kicks.  They are quick but don't cause much damage. 

 

Special Moves: 

Unique moves which can be performed at any time during the fight.  They  

cause more damage than regular moves, but require specific joystick and  

button combinations. 

 

Transition Moves: 

Special moves which start then immediately switch to another special move 

in the middle.  Transition moves are useful for confusing opponents. 

 

Basic Combos: 

Combos are several moves strung together which are unblockable after the 

first hit.  After you perform a combo, the announcer will yell out what 

type of combo it was.  The names of the combos (with the number of hits) 

are as follows; Triple(3), Super(4), Hyper(5), Brutal(6), Master(7), 

Awesome(8), Blaster(9), Monster(10), King(11), Killer(12+). 

 

Ultra Combo: 

A special type of combo which can only be activated by a certain joystick 

and button combination after you have strung together at least 2 hits. 

Hit the opponent twenty times.  Can only be performed when the opponent's 

energy bar is flashing red. 

 

Ultimate Combo: 

A special type of combo which can only be activated by a certain joystick 

and button combination after you have strung together at least 2 hits. 

The combo ends with a No Mercy move.  Can only be performed when the 

opponent's energy bar is flashing red. 

 

Combo Breaker: 

Special moves which are used to stop combos.  They must be performed 

between hits in a combo.  After you do a combo breaker, the line on your 

energy bar will start flashing.  You do not need to charge Combo Breaker 

moves. 

 

Flashing Line: 

When the line on your energy bar is flashing, your character has special 

abilities.  Doing a combo breaker is one way to cause the line to start 

flashing.  Some characters need only to perform certain special moves to 

activate the flashing energy bar line.  Sabrewulf's energy howl will make 

the line start flashing.  Also, when Spinal absorbs a special move with 

his absorb shield, it will cause the line on the energy bar to start 

flashing.  The flashing energy bar line is at the tip of your energy bar. 

 

Air Juggle: 

After you perform a combo that knocks the opponent high into the air, you 

can hit them as they are falling with an air juggle move.  Only certain 

special moves have the ability to juggle opponents, all other moves go 

through them.  Air juggle moves don't take off much energy but they add 

one extra hit to the combo.  

 

Double and Triple Juggle: 

Some characters do multiple air juggle moves when their energy bar line is 

flashing.  These multiple juggle moves will hit two or three times 

depending on which character it is. 

 

Shadow Moves: 

When the line on your energy bar is flashing, you can perform special 

moves which you could not normally perform.  These special moves are the 

same as their counterparts except they either go faster, cause more 

damage, or both.  Some shadow moves can only be performed in combos.  If 

you perform shadow moves too many times, the line on your energy bar will 

stop flashing 

 

No Mercy: 

After defeating your opponent for the second time in a fight, you have the 

chance to perform a No Mercy.  A No Mercy is a move which kills your 

opponent.  A No Mercy may have a different outcome depending on what 

character you performed it against.   

 

Humiliation: 

If you defeat your opponent for the second time in a fight without loosing 

all the energy in your first energy bar, you will be able to perform a 

Humiliation.  A Humiliation is a move which humiliates the opponent by 

forcing them to dance to some very "weird" music.  

 

Last Breath: 

After being defeated for the second time in a fight, your character will 

be dizzy.  Rapidly shake the joystick left and right and press all the 

buttons to 'speed up' the dizzy process.  If you do this long enough 

without your opponent hitting you or performing a finish move you, will 

get up and fight with your last breath.  You will be given just enough 

energy so that if you block a special move, or get hit, you will die. 

 

Awesome Victory: 

Defeat your opponent then finish them with a No Mercy or Humiliation and 

you will be rewarded with an Awesome Victory.  You also get to see an 

animated sequence after the fight. 

 

Supreme Victory (Perfect): 

Defeat your opponent without loosing all the energy in your first energy 

bar and you will be rewarded with a Supreme Victory.  You also get to see 

an animated sequence after the fight.  If you do not loose any energy at 

all the announcer will say "Perfect". 

 

########################################################################## 

############################  Key to Moves  ############################## 

########################################################################## 

 

GENERAL - General information about abbreviations. 

 

" , " can be substituted by "then". 

" + " can be substituted by "and". 

" / " can be substituted by "or".  

" * " indicates that something is unconfirmed by me. 

 

All charge moves must be held for at least 2 seconds 

 

Note: Moves with a "+" mean that you have to be holding the joystick in a 

specific direction while you press or release the button.  Here are a 

couple of examples;  

 

Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and 

rotate the joystick in a quarter circle down/back motion (DF,D,DB), then 

while the joystick is STILL held in the DB position, release fierce low 

attack. 

 

Example #2: "CB,F+3" should be read as, charge back (2 seconds) then press 

forward, then while the joystick is still held in the forward position, 

press fierce high attack. 

+------------------------------------------------------------------------+ 

BUTTONS - Information/Abbreviations for buttons. 

 

H = Hold            C = Charge 

R = Release         S = Start 

 

1 = Quick High Attack    2 = Medium High Attack    3 = Fierce High Attack 

4 = Quick Low Attack     5 = Medium Low Attack     4 = Fierce Low Attack 

+------------------------------------------------------------------------+ 

JOYSTICK - Information/Abbreviations for joystick motions. 

 

B:  Back        C:   Charge       

F:  Forward     DF:  Down Forward        

D:  Down        DB:  Down Back 

H:  Hold         

 

QCB:  Quarter Circle Back   (D,DB,B) 

QCT:  Quarter Circle Toward (D,DF,F) 

HCB:  Half Circle Back      (F,DF,D,DB,B)  

HCT:  Half Circle Toward    (B,DB,D,DF,F)  

 

QCDB:  Quarter Circle Down/Back    (DF,D,DB) 

QCDF:  Quarter Circle Down/Forward (DB,D,DF) 

+------------------------------------------------------------------------+ 

PARENTHESIS - What this stuff means 

 

control: can be controlled with the joystick by pressing up or down. 

 

juggle: can only be performed when juggling the opponent. 

 

midair: can only be performed in midair. 

 

ground/midair: can be performed on the ground or in midair. 

 

during combo: can only be performed during a combo of at least 2 hits. 

 

flashing line: you must have a flashing line on your energy bar. 

 

anti-projectile: goes through projectiles 

 

########################################################################## 

##########################  Individual Moves  ############################ 

########################################################################## 

 

CINDER 

 

--| SPECIAL MOVES |-- 

Flaming Palm :  B,B,1  

Red Outline  :  HCB+2 (goes through ALL projectiles) 

Invisibility :  HCB+3  

Flame Torpedo:  F,F,1/2/3 (ground/midair) 

Flame Torpedo:  CB,F+1/2/3 

Flame Stream :  F,F,4/5/6 or CB,F+4/5/6 

Flip Kick    :  F,QCT+4/5/6  

 

--| SHADOW MOVES |-- 

Invisible Teleport Front:  HCB+1 (flashing line) 

Invisible Teleport Back :  H1,HCB+R1 (flashing line) 

Shadow Flame Torpedo    :  H2,F,F+R2 (during combo, flashing line) 

Triple Flame Torpedo    :  F,F,3 or CB,F+3 (juggle, flashing line) 

 

--| COMBO MOVES |-- 

Air Juggle   :  CB,F+3 or F,F,3 (juggle) 

Combo Breaker:  F,QCT+4/5/6 

 

--| FINISH MOVES |-- 

Ground Melt:  B,B,B,2 (stand 1 to 2 player lengths away) 

Flame Melt :  HCT+4 (stand 1 to 2 player lengths away) 

Humiliation:  B,B,B,6 (stand 1 to 4 player lengths away) 

Ultimate FM:  ???  

Ultra Combo:  F,F,3 (during combo) 

************************************************************************** 

TJ COMBO 

 

--| SPECIAL MOVES |-- 

Single Backfist:  CB,F+1 

Double Backfist:  CF,B+1 

Rolling Punch  :  CB,F+2 (anti-projectile) 

Lunging Punch  :  CB,F+3 

Winding Punch  :  C3,R3,wait,3  

Flying Knee    :  CB,F+4/6 

Rising Knee    :  CB,F+5  

 

--| SHADOW MOVES |-- 

Shadow Lunging Punch:  H3,CB,F+R3 (anti-projectile, flashing line) 

Triple Lunging Punch:  CB,F+3 (juggle, flashing line) 

 

--| TRANSITION MOVES |-- 

Rolling Punch to Rising Knee    :  CB,F+2,B+5  

Lunging Punch to Single Backfist:  CB,F+3,B+1 

Lunging Punch to Rolling Punch  :  CB,F+3,B+2 

Lunging Punch to Stop           :  CB,F+3,B+3 

Lunging Punch to Flying Knee    :  ??? 

 

--| COMBO MOVES |-- 

Air Knee Dive:  Jump6,CF,B+5 (midair) 

Air Juggle   :  CB,F+3 (juggle) 

Combo Breaker:  B,F+4/5/6 

 

--| FINISH MOVES |-- 

Neck Breaker:  B,B,F,F,2 (stand as close as possible) 

Screen Punch:  HCT+6 (stand as close as possible) 

Humiliation :  D,D,D,1 (stand 1 to 4 player lengths away) 

Ultimate SP :  ??? (during combo) 

Ultra Combo :  CF,B+3 (during combo)   

************************************************************************** 

FULGORE 

 

--| SPECIAL MOVES |-- 

Flying Uppercut:  F,QCT+1/2/3 (anti-projectile) 

1 Energy Bolt  :  QCT+1/2/3 (projectile)   

2 Energy Bolts :  B,B,HCT+1 (projectile) 

3 Energy Bolts :  F,B,B,HCT+1 (projectile) 

Reflect Shield :  QCB+1/2/3 (reflects projectiles) 

Teleport Front :  B,QCB+1/2/3  

Teleport Behind:  B,QCB+4/5/6  

Energy Charge  :  CB,F+4/5/6 

Eye Laserbeam  :  QCDB+6 

 

--| SHADOW MOVES |-- 

3 Energy Bolts        :  QCT+1 (flashing line) 

Shadow Flying Uppercut:  H3,F,QCT+R3 (flashing line) 

Shadow Energy Charge  :  H6,CB,F+R6 (flashing line) 

 

--| TRANSITION MOVES |-- 

Teleport Front to Flying Uppercut :  B,QCB+3,F,QCT+1/2/3 

Teleport Back to Flying Uppercut  :  B,QCB+6,F,QCT+1/2/3 

Electric Charge to Flying Uppercut:  CB,F+4/5/6,QCT+1 

 

--| COMBO MOVES |--  

Air Uppercut :  Jump6,F,QCT+2 (midair) 

Double Juggle:  F,B,B,HCT+1 (juggle) 

Combo Breaker:  F,QCT+1/2/3 

 

--| FINISH MOVES |-- 

Eye Laser  :  HCB+3 (Stand 1 player length away) 

Machine Gun:  HCT+6 (Stand 1 to 4 player lengths away) 

Humiliation:  HCT+5 (Stand 1 to 4 player lengths away) 

Ultimate MG:  ??? 

Ultra Combo:  F,QCT+1 (during combo) 

************************************************************************** 

GLACIUS 

 

--| SPECIAL MOVES |-- 

Blade Uppercut  :  QCDB+1      

Shoulder Charge :  CB,F+1/2/3  

Bouncing Iceball:  QCT+1/2/3 (projectile) 

Puddle Teleport :  QCT+4              

Puddle Uppercut :  QCT+5/6 (goes under ALL projectiles) 

 

--| SHADOW MOVES |-- 

Quick Bouncing Iceball  :  H1,QCT+R1 (flashing line) 

*Shadow Blade Uppercut  :  H1,QCDB+R1 (during combo, flashing line) 

Shadow Quadruple Iceball:  H3,QCT+R3 (during combo, flashing line) 

Triple Puddle Uppercut  :  QCT+6 (juggle, flashing line) 

 

--| TRANSITION MOVES |-- 

Puddle Teleport to Blade Uppercut  :  QCT+4,QCDB+1 

Puddle Teleport to Shoulder Charge :  QCT+4,CB,F+3 

Puddle Teleport to Bouncing Iceball:  QCT+4,QCT+3 

Puddle Teleport to Puddle Teleport :  QCT+4,QCT+4 

Puddle Uppercut to Puddle Uppercut :  QCT+5,QCT/QCB+6 

Puddle Uppercut to Puddle Uppercut :  QCT+6,QCT/QCB+6 

 

--| COMBO MOVES |-- 

Air Dive Kick:  Jump6,CF,B+5 (midair) 

Air Juggle   :  QCT+6 (juggle) 

Combo Breaker:  B,F+1/2/3 

 

--| FINISH MOVES |-- 

Blob Engulf  :  HCB+5 (Stand 1 player length away) 

Needle Freeze:  HCT+2 (Stand 1 to 3 player lengths away) 

Puddle Engulf:  B,B,B,6 (Stand 1 to 4 player lengths away) 

Humiliation  :  F,F,B,4 (Stand 1 to 4 player lengths away) 

Ultimate PE  :  QCDB+1 (during combo) 

Ultra Combo  :  CB,F+3 (during combo)  

************************************************************************** 

JAGO 

 

--| SPECIAL MOVES |-- 

Yellow Fireball  :  H1,HCT+R1 (hits anti-projectile moves) 

Normal Fireball  :  QCT+1/2/3 (projectile) 

Flying Uppercut  :  F,QCT+1/2/3 (anti-projectile) 

Green Sword Swing:  QCDB+3 

Flying Heel Kick :  QCDB+4/5/6 (anti-projectile) 

Quick Heel Kick  :  H6,3/4HCB+R6 (anti-projectile) 

 

--| SHADOW MOVES |-- 

Red Fireball    :  H3,QCT+R3 (flashing line) 

Shadow Heel Kick:  H6,QCDB+R6 (flashing line) 

 

--| COMBO MOVES |-- 

*Air Heel Kick:  Jump6,QCDB+5 (midair) 

Air Juggle    :  H2,QCT+R2 (juggle) 

Combo Breaker :  F,QCT+1/2/3 

 

--| FINISH MOVES |-- 

Sword Slash:  B,F,F,1 (Stand close as possible) 

Falling Car:  B,B,F,F,2 (Stand 1 to 4 player lengths away) 

Humiliation:  HCB+5 (Stand 1 to 4 player lengths away) 

Ultimate SS:  HCT+3 (during combo) 

Ultra Combo:  QCDB+4 

************************************************************************** 

ORCHID 

 

--| SPECIAL MOVES |-- 

Charging Sabre :  QCDB+1/2 

Charging Tiger :  CB,F+1/2/3 (anti-projectile) 

Laser Boomerang:  QCT+1/2/3 (projectile) 

Swinging Sabre :  QCDB+3  

Helicopter Kick:  CB,F+4/5/6 

 

--| SHADOW MOVES |-- 

Shadow Charging Sabre :  QCDB+2 (flashing line) 

Shadow Charging Tiger :  H3,CB,F+R3 (flashing line) 

Triple Laser Boomerang:  QCT+1 (juggle, flashing line) 

 

--| COMBO MOVES |-- 

Air Tiger    :  Jump6,CF,B+2 (midair) 

Air Juggle   :  QCT+1 (juggle) 

Combo Breaker:  B,F+4/5/6 

 

--| FINISH MOVES |-- 

Heart Attack:  B,F,F,1 (Stand close to 4 player lengths away) 

Frog Squash :  D,F,B,4,wait,6 (Stand as close as possible) 

Humiliation :  HCB+3 (Stand 1 to 4 player lengths away) 

Ultimate FS :  QCDB+5 (during combo) 

Ultra Combo :  CB,F+2 (during combo)  

************************************************************************** 

RIPTOR 

 

--| SPECIAL MOVES |-- 

Slashing Claw:  QCDB+1          

Charge Attack:  CB,F+1/2/3 

Spit Fireball:  QCB+1/2/3 (projectile, midair/ground) 

Breathe Fire :  QCDB+3 

Leaping Kick :  CB,F+4/5/6 or CF,B+5 (anti-projectile) 

Tail Flip    :  QCDB+4/5/6 (anti-projectile) 

Air Tail Flip:  QCDB+6 (midair) 

 

--| SHADOW MOVES |-- 

Triple Fireball  :  QCB+1 (juggle, flashing line) 

*3 Blue Fireballs:  H1,QCB+R1 (during combo, flashing line) 

Blue Fireball    :  H2,QCB+R2 (flashing line) 

 

--| TRANSITION MOVES |-- 

Charge Attack to Breathe Fire  :  CB,F+3,B+3 

Charge Attack to Tail Flip     :  CB,F+3,B+4 

Charge Attack to Leaping Claw  :  CB,F+3,B+5 

Leaping Kick to Midair Fireball:  CB,F+6,QCB+3 

Leaping Kick to Air Tail Flip  :  CB,F+6,QCB+6  

 

--| COMBO MOVES |-- 

Air Dive Kick:  Jump6,CF,B+5 (midair) 

Air Juggle   :  QCB+1 (juggle) 

Combo Breaker:  B,F+4/5/6 

 

--| FINISH MOVES |-- 

Eat Player :  HCT+2 (Stand 1 player length away)  

Spit Acid  :  B,B,B,5 (Stand 1 to 4 player lengths away) 

Tail Stab  :  F,F,B,6 (Stand 1 player length away) 

Humiliation:  ??? (Stand 1 to 4 player lengths away) 

Ultimate EP:  HCT+1 (during combo) 

Ultra Combo:  CB,F+4 (during combo) 

************************************************************************** 

SABREWULF 

 

--| SPECIAL MOVES |-- 

Flaming Bat  :  QCB+1/2/3 (projectile) 

Spinning Claw:  CB,F+1/2/3 or CF,B+2 

Rolling Claw :  CB,F+4 (anti-projectile) 

Charging Claw:  CB,F+5  

Leaping Claw :  CB,F+6 (anti-projectile) 

Energy Howl  :  QCDB+6 (makes energy line flash) 

 

--| SHADOW MOVES |-- 

2 Spinning Claws   :  CB,F+1/2/3 (flashing line) 

2 Rolling Claws    :  CB,F+4 (flashing line) 

Double Leaping Claw:  CB,F+6 (juggle, flashing line) 

 

--| TRANSITION MOVES |-- 

Charging Claw to Rolling Claw :  CB,F+5,B+4 

Charging Claw to Charging Claw:  CB,F+5,B+5 

Charging Claw to Leaping Claw :  CB,F+5,B+6 

 

--| COMBO MOVES |-- 

Air Dive Claw:  Jump6,CF,B+5 (midair) 

Air Juggle   :  CB,F+6 (juggle) 

Combo Breaker:  B,F+4/5/6 

 

--| FINISH MOVES |-- 

Claw Stab   :  B,B,5 (Stand close as possible) 

Screen Punch:  B,B,F,2 (Stand 1 player length away) 

Humiliation :  F,F,1 (Stand 1 to 4 player lengths away) 

Ultimate CS :  HCT+3 (during combo) 

Ultra Combo :  CF,B+4 (during combo) 

************************************************************************** 

SPINAL 

 

--| SPECIAL MOVES |-- 

Morph Combo    :  D,D,1/2/3/4/5/6 (during combo) 

Absorb Shield  :  HB+1 (absorbs special moves for skulls) 

Shield Charge  :  F,F,1/2/3 

Teleport Front :  D,D+1/2/3  

Air Teleport   :  H1,Jump,D,D+R1 (midair, teleports front) 

Air Teleport   :  H4,Jump,D,D+R4 (midair, teleports behind) 

Teleport Behind:  D,D+4/5/6  

Sword Slash    :  CB,F+2 or CF,B+2 

 

--| SHADOW MOVES |-- 

Flaming Skull  :  QCT+1/2/3 (must have 1 skull) 

Red Fireball   :  H1/2/3,QCT+R1/2/3 (must have 3 skulls) 

2 Sword Slashes:  CB,F+2 (must have 1 skull) 

 

--| TRANSITION MOVES |-- 

Shield Charge to Sword Slash     :  F,F,3,B+2 

Teleport Front to Teleport Behind:  D,D+3,D,D+1 

Teleport Behind to Teleport Front:  D,D+6,D,D+1 

 

--| COMBO MOVES |-- 

Air Dive Kick:  Jump6,CF,B+5 (midair) 

Air Juggle   :  QCT+1 (juggle, must have 1 skull) 

Combo Breaker:  F,F,1/2/3 

 

--| FINISH MOVES |-- 

Skeleton Grab:  B,B,B,5 (Stand 1 to 4 player lengths away) 

Shield Stab  :  B,B,F,4 (Stand as close as possible) 

Humiliation  :  HCT+6 (Stand 1 to 4 player lengths away) 

Ultimate SS  :  ??? 

Ultra Combo  :  HCT+3 (during combo) 

************************************************************************** 

CHIEF THUNDER 

 

--| SPECIAL MOVES |-- 

Flying Mohawk :  QCB+1/2 or HCB+3  

Spinning Chop :  CB,F+1/2/3 or CF,B+2 (anti-projectile) 

Tomahawk Dive :  QCB+3 (midair) 

Firebird Throw:  QCT+4/5/6 (projectile, control)  

 

--| SHADOW MOVES |-- 

Giant Red Firebird   :  QCT+5 

Small Red Firebird   :  H5,QCT+R5 

Shadow Tomahawk Dive :  H3,QCB+R3 (midair, flashing line) 

Triple Firebird Throw:  QCT+4 (juggle, flashing line) 

 

--| TRANSITION MOVES |-- 

Flying Mohawk to Tomahawk Dive:  HCB+H3,F+R3 

 

--| COMBO MOVES |-- 

Air Juggle   :  QCT+1 (juggle) 

Combo Breaker:  HCB+1/2/3  

 

--| FINISH MOVES |-- 

Rain Dance  :  HCT+3 (Stand 1 player length away) 

Axe Uppercut:  HCB+6 (Stand as close as possible) 

Humiliation :  ??? (Stand 1 to 4 player lengths away) 

Ultimate RD :  QCDB+2 (during combo) 

Ultra Combo :  CB,F+1 (during combo) 

 

########################################################################## 

############################  Key to Combos  ############################# 

########################################################################## 

 

GENERAL 

 

" , " can be substituted by "then". 

" + " can be substituted by "and". 

" / " can be substituted by "or".  

" * " indicates that something is unconfirmed by me. 

 

All charge moves must be held for at least 2 seconds 

 

Note: Moves with a "+" mean that you have to be holding the joystick in a 

specific direction while you press or release the button.  Here are a 

couple of examples;  

 

Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and 

rotate the joystick in a quarter circle down/back motion (DF,D,DB), then 

while the joystick is STILL held in the DB position, release fierce low 

attack. 

 

Example #2: "cB,F+3" should be read as, charge back (2 seconds) then press 

forward, then while the joystick is still held in the forward position, 

press fierce high attack. 

+------------------------------------------------------------------------+ 

BUTTONS  

 

H = Hold            c = Charge 

R = Release          

 

1 = Quick High Attack    2 = Medium High Attack    3 = Fierce High Attack 

4 = Quick Low Attack     5 = Medium Low Attack     4 = Fierce Low Attack 

+------------------------------------------------------------------------+ 

JOYSTICK  

 

B:  Back        c:   Charge 

F:  Forward     DF:  Down Forward 

D:  Down        DB:  Down Back 

 

QCB:  Quarter Circle Back   (D,DB,B) 

QCT:  Quarter Circle Toward (D,DF,F) 

HCB:  Half Circle Back      (F,DF,D,DB,B)  

HCT:  Half Circle Toward    (B,DB,D,DF,F)  

 

QCDB:  Quarter Circle Down/Back    (DF,D,DB) 

QCDF:  Quarter Circle Down/Forward (DB,D,DF) 

+------------------------------------------------------------------------+ 

CONNECTORS  

 

Moves within a combo which hits the opponent multiple times and keeps the 

combo going.  Connectors will sometimes end the combo after a certain 

amount of hits. 

 

Column 1:  The motion for the connector move. 

Column 2:  The number of hits the connector move produces. 

Column 3:  The move(s) that the connectors can be performed after. 

+------------------------------------------------------------------------+ 

ENDINGS  

 

Moves used after connector moves which end the combo.  It is sometimes 

possible to juggle opponents after an ending move.  If the energy bar 

line is flashing when you juggle the opponent, some characters will 

receive two additional juggle hits.  Endings can be used after ANY 

connector moves. 

 

Column 1:  The motion for the ending move. 

Column 2:  The number of hits the ending move produces. 

_ + end :  You cannot juggle the opponent after the ending move. 

_ + air :  You can juggle the opponent after the ending move. 

+------------------------------------------------------------------------+ 

COMBOS  

 

normal:    The combo has nothing special about it. 

shadow:    The combo is a shadow combo. 

stun:      The combo stuns the opponent. 

ultra:     The combo is an Ultra Combo. 

ultimate:  The combo is an Ultimate Combo. 

wait:      Indicates that you are about to perform a juggle move. 

 

Example: cB,1,F+2,wait,QCT+1 

Charge back while you press 1, then press forward+2 to perform the charge 

move.  This charge move happens to end the combo and knock your opponent 

into the air.  Wait for your opponent to start falling then press QCT+1 to 

juggle your opponent with your juggle move. 

+------------------------------------------------------------------------+ 

PARENTHESIS 

 

(crouching):      The opponent must be crouching. 

(flashing line):  Your energy line must be flashing to perform this combo. 

(midair):         The move has to be performed in midair. 

(standing):       The opponent must be standing. 

 

########################################################################## 

##########################  Individual Combos  ########################### 

########################################################################## 

 

CINDER 

 

 

** CONNECTORS ** 

4          2 hits          after F,F,1 (midair) 

1          3 hits          after F,F,2  

2          3 hits          after Jump6 

 

 

** ENDINGS ** 

F,QCT+6     4 + air 

 

 

** COMBOS ** 

Normal  11:  Jump6,2,F,F,1,F,QCT+6,wait,F,F,3 

Normal  12:  F,F,2,1,F,F,1,F,QCT+6,wait,F,F,3 

Ultra   26:  F,F,2,1,F,F,1,F,F,3,wait,F,F,3 

************************************************************************** 

TJ COMBO 

 

 

** CONNECTORS ** 

cF,B+1     2 hits          N/A 

5          3 hits          cF,B+1 or cB,F+4/6 

 

 

** ENDING ** 

cB,F+3     4 + end 

cB,F+1     4 + air 

 

 

** COMBOS ** 

Normal    14:  cB,F+4,cF,5,B+1,cB,5,F+1,wait,cB,F+3 

Ultra     28:  cB,F+4,cF,5,B+1,cF,5,B+3,wait,cB,F+3 

************************************************************************** 

FULGORE  

 

 

** CONNECTORS ** 

5          2 hits          cB,F+6 

QCDB+6     2 hits          N/A 

1          3 hits          QCDB+6 

2          3 hits          Jump6 

6          3 hits          cB,F+6 

 

 

** ENDINGS ** 

B,QCB+1          4 + end 

F,QCT+3          4 + end 

 

 

** COMBOS ** 

Stun     3: cB,F+6,QCDB+6,6 

Stun     4: cB,F+6,5,F,QCT+2 

Normal   8: Jump6,2,F,QCT+3 

Normal  13: cB,F+6,6,QCDB+6,1,F,QCT+3 

Normal  13: cB,F+6,6,QCDB+6,6,F,QCT+3 

Normal  13: cB,F+6,6,QCDB+6,1,B,QCB+3 

Normal  13: cB,F+6,6,QCDB+6,6,B,QCB+3 

Ultra   29: cB,F+6,6,QCDB+6,1,F,QCT+1,wait,F,B,B,HCT+1 

Ultra   29: cB,F+6,6,QCDB+6,6,F,QCT+1,wait,F,B,B,HCT+1 

************************************************************************** 

GLACIUS 

 

 

** CONNECTORS ** 

1          2 hits          after cB,F+3 

cF,B+2     2 hits          N/A 

3          2 hits          after cB,F+2 

2          3 hits          after cB,F+2/3 or Jump6 

4          3 hits          after QCT+5 

6          3 hits          after QCT+5 

 

 

** ENDINGS ** 

QCT+5           3 + end 

QCT+6           3 + air 

QCDB+1          4 + air 

QCT+3           4 + air 

 

 

** COMBOS ** 

Stun        3:  cDB,3,F+3,D,3 

Normal     14:  cB,F+3,cF,2,B+2,2,QCT+3,wait,QCT+6 

Ultra      28:  B,F+3,cF,2,B+2,cB,2,F+3,wait,QCT+6 

Ultra      28:  QCT+5,cF,6,B+2,cB,2,F+3,wait,QCT+6 

************************************************************************** 

JAGO 

 

 

** CONNECTORS ** 

2          2 hits          after Jump6 

4          3 hits          after QCDB+5 

5          3 hits          after QCDB+6 

 

 

** ENDINGS ** 

F,QCT+2     3 + air 

F,QCT+3     4 + end 

 

 

** COMBOS ** 

Stun     3:  QCDB+4,QCDB+4,QCDB+4 

Normal  14:  QCDB+6,5,QCDB+3,5,5,F,QCT+3 

Ultra   28:  QCDB+6,5,QCDB+3,5,5,QCDB+4    

************************************************************************** 

ORCHID 

 

 

** CONNECTORS ** 

cF,B+5          2 hits          N/A 

1               3 hits          cB,F+6 

 

 

** ENDINGS ** 

cB,F+5          3 + air 

QCDB+3          4 + air 

cB,F+4          4 + air 

 

 

** COMBOS ** 

Stun     4:  cDB,3,F+1,1 (standing) 

Normal   8:  QCDB+2,QCDB+1,3,QCDB+3,wait,QCT+1 

Normal  23:  cB,F+6,cB,1,F+6,cB,1,F+6,cB,1,F+4,wait,QCT+1 

Normal  23:  cB,F+6,cB,1,F+6,cB,1,F+6,1,QCDB+3,wait,QCT+1 

Ultra   39:  cB,F+6,cB,1,F+6,cB,1,F+6,cF,1,cB+5,F+2,wait,QCT+1 

************************************************************************** 

RIPTOR 

 

 

** CONNECTORS ** 

2          2 hits         after cB,F+1 

1          3 hits         after cB,F+4 

5          3 hits         after cB,F+3 

 

 

** ENDINGS ** 

QCB+3           4 + end 

 

 

** COMBOS ** 

Normal   6:  cB,F+1,cB,2,F+1,2 

Normal  13:  cB,F+3,cB,5,F+4,5,QCB+3 

Ultra   25:  cB,cF+3,B+4,cB,5,F+4,wait,QCB+1 

************************************************************************** 

SABREWULF 

 

 

** CONNECTORS ** 

cF,B+2     2 hits         N/A 

5          2 hits         after cB,F+1 

2          3 hits         after cB,F+4/6 

3          3 hits         after cB,F+4 

6          3 hits         after cB,F+2/3 

 

 

** ENDINGS ** 

cB,F+1          3 + air 

cB,F+4          4 + end 

cB,F+5          4 + air 

cB,F+6          4 + air 

 

 

** COMBOS ** 

Stun     4:  cDB,3,F+3,D+3 (standing) 

Stun     4:  cDB,6,F+3,D,6  

Shadow  15:  cB,F+6,cF,2,B+2,cB,F+6,wait,cB,F+6 (flashing line) 

Normal  17:  cB,F+4,cB,2,F+2,cB,2,F+6,wait,cB,F+6 (flashing line) 

Ultra   31:  cB,F+4,cB,2,F+2,cF,2,B+4,wait,cB,F+6 (flashing line) 

************************************************************************** 

SPINAL 

 

 

** CONNECTORS ** 

cF,B+2     2 hits          N/A (must have 1 skull) 

5          2 hits          after F,F,2 

6          2 hits          after F,F,3 

2          3 hits          after F,F,3 

3          3 hits          after F,F,1 or cB,F+2 or cF,B+2 

 

 

** ENDINGS ** 

F,F,1          3 + end 

F,F,2          3 + end 

F,F,3          4 + end 

 

vs. Cinder 

D,D+1 (4 + ???)     D,D+2 (4 + ???)     D,D+3 (4 + ???) 

D,D+4 (4 + ???)     D,D+5 (4 + ???)     D,D+6 (4 + ???) 

 

vs. TJ Combo 

D,D+1 (3 + ???)     D,D+2 (4 + ???)     D,D+3 (4 + end) 

D,D+4 (3 + air)     D,D+5 (3 + air)     D,D+6 (4 + ???) 

 

vs. Fulgore 

D,D+1 (? + ???)     D,D+2 (? + ???)     D,D+3 (? + ???) 

D,D+4 (? + ???)     D,D+5 (? + ???)     D,D+6 (? + ???) 

 

vs. Glacius 

D,D+1 (4 + air)     D,D+2 (4 + air)     D,D+3 (3 + air) 

D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (3 + end) 

 

vs. Jago 

D,D+1 (2 + ???)     D,D+2 (3 + ???)     D,D+3 (4 + end) 

D,D+4 (3 + ???)     D,D+5 (? + ???)     D,D+6 (? + ???) 

 

vs. Orchid 

D,D+1 (? + ???)     D,D+2 (? + ???)     D,D+3 (? + ???) 

D,D+4 (? + ???)     D,D+5 (? + ???)     D,D+6 (? + ???) 

 

vs. Riptor 

D,D+1 (? + ???)     D,D+2 (? + ???)     D,D+3 (? + ???) 

D,D+4 (? + ???)     D,D+5 (4 + end)     D,D+6 (? + ???) 

 

vs. Sabrewulf 

D,D+1 (3 + air)     D,D+2 (? + end)     D,D+3 (? + air) 

D,D+4 (? + air)     D,D+5 (? + air)     D,D+6 (? + air) 

 

vs. Spinal 

D,D+1 (3 + end)     D,D+2 (3 + end)     D,D+3 (4 + air) 

D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (4 + air) 

 

vs. Chief Thunder 

D,D+1 (3 + ???)     D,D+2 (4 + ???)     D,D+3 (4 + ???) 

D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (3 + end) 

 

 

** COMBOS ** 

Stun     3:  D,3,F,F,3,3 (standing) 

Normal  12:  cB,F+2,cF,3,B+2,cB,3,F+2 (must have 1 skull) 

Normal  13:  cB,F+2,cF,3,B+2,3,F,F,1 (must have 1 skull) 

Normal  13:  cB,F+2,cF,3,B+2,3,F,F,2 (must have 1 skull) 

Normal  14:  cB,F+2,cF,3,B+2,3,F,F,3 (must have 1 skull) 

Normal  15:  cB,F+2,cF,3,B+2,3,D,D+_,QCT+1 (must have 1 skull) 

Ultra   28:  cB,F+2,cF,3,B+2,3,HCT+3 (must have 1 skull) 

************************************************************************** 

CHIEF THUNDER 

 

 

** CONNECTORS ** 

B,2          2 hits          after cB,F+3 or cF,B+2 

F,2          2 hits          after cB,F+3 or cF,B+2 

cF,B+2       3 hits          N/A 

 

 

** ENDINGS ** 

HCB+3      4 + air 

 

 

** COMBOS ** 

Normal  13:  cB,F+3,cF,2,B+2,HCB+3,wait,QCT+4 

Ultra   27:  cB,F+3,cF,2,B+2,cB,F+1,wait,QCT+4 

 

########################################################################## 

###############################  Tricks  ################################# 

########################################################################## 

 

Turbo Mode: 

It is possible to activate a secret turbo mode in a two player game.  The 

Turbo Mode trick greatly increases the game's speed for one fight only. 

This trick is activated in two player mode sometime between the character 

selection screen and the start of the fight.  If you find this trick out 

or have any info on it, please e-mail me. 

 

High Scores Table: 

During the demo mode, press up on one of joysticks to view the high 

scores. 

 

Change Character Color: 

At the character selection screen, pressing up or down will change the 

color of your character.  You cannot choose the same color your opponent 

chose. 

 

Random Select Character: 

At the character selection screen, hold up and press start.  A random 

character will be chosen for you. 

 

Combo Breaker: 

During the animated sequence before the fight, hold down+start on both 

controllers.  The effects of this trick are unknown during a 2 player 

game.  However, when playing one player, this trick will allow the 

computer to perform shadow moves without doing a combo breaker.  You 

performed this trick correctly if you hear the announcer say "combo 

breaker".  

 

Stage and Music Select: 

When you are at the character selection screen, holding up or down on the 

joystick and pressing a button will choose either the stage or music from 

a specific stage.  If you are the first person to choose your character, 

you get to choose the stage.  If you are the second person to choose, you 

get to choose the music from a stage.  The joystick direction and buttons 

needed for each stage are listed below: 

 

Wooden Bridge:     D+1 

Bloody Alter:      D+2 

Lava Bridge:       D+3 

Chicago Street:    D+4 

Room w/fireplace:  D+5 

Small Sky Arena:   D+5 (both players) 

Factory:           D+6 

Ice Temple:        U+1 

Infinite Caves:    U+2 

Ice Sculpture:     U+3 

Castle Roof:       U+4 

Roof in Chicago:   U+5 

Desert Roof:       U+6 or D+S 

Skeleton Room:     ??? 

Tiger Shrine:      ??? 

Boxing Gym:        ??? 

 

########################################################################## 

##############################  Glitches  ################################ 

########################################################################## 

 

FULGORE 

 

Mini Fulgore: 

When playing on the Desert Roof stage (U+6 or D+S), get the opponent into 

the edge and perform this combo:  B,F+6,B+5,B,QCB+4 and when Fulgore 

appears on the other side of the opponent, he will be half his normal 

size.  

************************************************************************** 

GLACIUS 

 

Stuck together: 

Play Glacius verses Glacius on a rooftop stage.  Get in the corner and 

have both Glacius's do puddle teleports over and over.  Eventually, they 

will both appear in the same place (by the edge of the roof) and they will 

be stuck together.  

 

No Ultimate: 

Perform the Ultimate Combo with 6 hits or more and when the opponent is 

about to be engulfed by the puddle, they bounce away and remain dizzy.  it 

still counts as an Ultimate Combo but the opponent doesn't die. 

************************************************************************** 

ORCHID 

 

Frog No Mercy Glitch: 

Perform the frog No Mercy (D,F,B,4), then hold up and tap any attack 

button rapidly.  Orchid will leap into the air and hit the frog.  The frog 

will turn into the normal character except they will look all green and 

distorted.   

 

Stuff to do after the No Mercy Glitch: 

1) CB,F+2 and Orchid will start her Ultra Combo. 

2) Press 6 and Orchid will disappear then reappear. 

3) Rooftop Stages: knock them off the roof with a special move. 

************************************************************************** 

SPINAL 

 

Midair Morph Combo: 

Perform a combo with Spinal then do the opponent morph move.  Immediately 

after pressing the button tap up and Spinal will perform the morph combo 

while in midair.  The actual motion is: D,D+_,U 

 

Stay Morphed as your Opponent: 

If you perform a specific Midair Morph Combo against certain players, 

Spinal will stay morphed as the gray opponent after missing them with the 

combo.  Spinal will be able to perform all of the opponent's moves 

(including finishing moves) while he is morphed.  Spinal can block moves, 

but if he gets hit he will morph back into Spinal.  Also, when you are 

morphed as your opponent, Spinal's name changes to the opponent's name. 

 

1) D,D+4,U (vs. Jago) 

2) D,D+1,U (vs. Chief Thunder) 

3) D,D+?,U (vs. Spinal) 

************************************************************************** 

CHIEF THUNDER 

 

Missing Firebird: 

Perform the Firebird Throw (QCT+4), then quickly hold the joystick back. 

Chief Thunder will stick out his hand but nothing will come out. 

 

########################################################################## 

##############################  Credits  ################################# 

########################################################################## 

 

******************** 

** SPECIAL THANKS ** 

******************** 

Phillip Ervin.........................................................none 

Henry Ha...............................................ST5O1@Jetson.UH.EDU 

Matt Hoppa.......................................71333.1060@compuserve.com 

> > > > > > All the Killer Instinct players in Tallahassee, FL < < < < < < 

 

*********************** 

** OTHERS WHO HELPED ** 

*********************** 

Joey Carter.......................................pinhead@merlin.nando.net 

Jesse Kindwall...................................kindwallj@picard.msoe.edu 

Doug McClendon......................................dmcclend@nyx.cs.du.edu 

James Polak...........................................JLP149@PSUVM.PSU.EDU 

Brian Smolik...............................................floyd@ripco.com 

Tim..............................................74031.3657@compuserve.com 

 

Where you can find this FAQ in the future: 

1) Posted in rec.games.video.arcade. 

2) Available through FTP at ftp.krl.caltech.edu 

3) In the file libraries at Video Games Forum on CIS. 

4) In the file libraries at the Video Games area on AOL. 

 

EGM SUCKS 

************************************************************************** 

 

 

 

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