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FAQ/Move List by Fulgore
Version: 1.5d | Updated: 10/14/2001
############################## ## Killer Instinct - F.A.Q. ## ## for the Arcade v1.5d ## ############################## by _Fulgore_ Last Modified: 14/10/2001 ******************************************************************************************** ************ * Contents * ************ 1. Contents 2. History 3. Game Hardware 4. Basic Moves 5. Definitions 6. Guide Key 7. Characters 8. Demons, Streaks and Kings. 9. Tricks and Glitches 10. Maybe the max's combos... 11. Credits ******************************************************************************************** *********** * History * *********** Do you have the Instinct? Prologue: A wind-swept battlefield of the distant past, littered with the debris of war. Above the moans and cries of the defeated can still be heard the clashing sound of a single titanic confrontation. Two great warlords, leaders of their now smashed armies, are locked in battle, with the world itself as the prize. But this epic battle is not to have a conclusion. Suddenly, the warlords were engulfed in a nimbus of light, and vanished from the face of the earth, banished to the realm of Limbo. The battle-weary heroes whose spell had trpped the warlords heaved a sigh of relief. Armageddon had been averted, for now. The Future: The world has seen much progress in the centuries since the warlords were banished, not all of it for good. Pollution has weakened the enviroment. Governments have fallen. Chaos rules, with huge mega-corporations batting and destroying each other for shares of the world's wealth. In this bleak world, a single corporation, Ultratech, rises above the others. Rather than joining in direct battles with their competitors, Ultratech has profiled from their suffering by selling them the very weapons they use against each other. Sales of weaponry are not the only source of profit for Ultratech, however. Their entertainment division produces the top rated television broadcast of the future, the Killer Instinct tournament, which also serves as a testing ground for Ultratech's weapons. The winners of the tournament are promised whatever they desire. The losers suffer a significantly poorer fate. It is into this bloody contest that our heroes have been drawn. T.J. Combo, disgraced heavyweight champion of the world who seeks redemption. Glacius, a captured alien fighting for his life and a chance to escape. And the deadly robot Fulgore, progammed by Ultratech with a Killer Instinct and the freedom to use it. Each fights for his or her own reasons, but each has the same goal: win the tournament and destroy all oponents. It will take more than radical moves and deadly special attacks to win this tournament. It will take a will, a desire; it will take a Killer Instinct. More history... It's the media event of the year: the no-holds-barred combat tournament held by the sinister Ultratech corporation, who take great pains to ensure that the brutal fates met by many of the combatants are never witnessed by the outside world. To Ultratech the contest serves a dual purpose - to enhance their already soaring public popularity and to field test their array of ghoulish creations on anyone foolish enough to come forward. Only the strongest are invited, and even then very few decide that they've got what it takes to compete. The previous year's tournament was won by Spinal, a triumph in cell regeneration that awed and thrilled the public. He brought down Black Eagle in the final clash which, like every other fight, was carefully edited on video before being handed over to the media for screening. This year, though, Ultratech's ingenious but unstable Director has broken more moulds than ever before, and a whole host of fearsome warriors join Spinal to stand in the way of any potential champion. Only one of the participants, of course, can emerge victorious. And whether Ultratech will once more rule the roost or suffer their first defeat since the tournament began, only time has the power to tell. ******************************************************************************************** ***************** * Game Hardware * ***************** Killer Instinct 1 is what started it all in 1994 It is one of the best fighting games of all time! Killer Instinct 1 came first to arcades in 1994 with 3 powerful work forces involved (RARE, NINTENDO and MIDWAY). They utilized UTRA64 technology aka nintendo64. It's powerful graphics, sound, music and movies were outstanding for its time (and look great even today!) With the success of this amazing fighter, it was soon ported to SNES in 1995, but the SNES version was no match for the arcade. The SNES version had weaker music, sounds and it lacked FMVs. == Here is some information on the KI hardware == Conversion Class: JAMMA Number of Players: 2 Gameplay/Type of game: Competitive/Fighting game Control Panel Layout: 2 Player Controls: -8-way Joystick -6 Buttons: Quick Punch, Medium Punch, Fierce Punch, Quick Kick, Medium Kick, Fierce Kick Main PCB: Nintendo/Rare 5770-14397-03 Main processor: SDT79 R4600-100MS <50MHz 4x - CPLDs, various Sound Processor: ADSP-2105 10MHz Analog Devices DSP (Amplified Mono (one channel) - DCS Sound System) Special Hard Drive: Custom built by Seagate Model ST9150AG Cylinders: 419 Heads: 13 Sectors: 47 Size 131.0 Meg ******************************************************************************************** *************** * Basic Moves * *************** Each fighter in the Killer Instinct tournament has basic moves that are similar. In the human characters, these are usually punches or kicks of various degrees of ferocity. The non-human characters use other means of attacking. Each attack has three levels of intensity; quick, medium and fierce. Quick Punch / Kick / Bite / Sword No matter what method of attack is used, a Quick attack is just that; it's fast but doesn't do a lot of damage. However, it can be difficult to get an attack in on opponent who is unleashing a flurry of quick punches. Medium Punch / Kick / Bite / Sword A Medium attack is somewhere in between a Quick and Fierce attack in terms of speed and damage caused. It is possible to perform Medium attacks quite rapidly, but this requires some timing. Fierce Punch / Kick / Bite / Sword Fierce attacks are devastating, but are somewhat slow. It's possible to counter-attack after a Fierce attack if you time it correctly. Blocking Denying your opponent a clear strike is the best way to avoid damage (duh!) in any fighting game. In Killer Instinct, blocking skills are especially essential. To block a move, hold the Control Pad cross away from the attacking character. If correctly blocked, any normal move (Quick, Medium or Fierce) will not do any damage. To block correctly, you must master blocking high and low. Blocking High If you just stand there and block, that will be good enough to block an attacker who is just standing there, or even one who is jumping in on you. However, if your enemy tries to get sneaky, and attacks low, blocking high will not be enough. Blocking Low Press Down and away from the attacker on the Control Pad and you will block low. Blocking low is necessary to block low attacks, such as sweeps. Sometimes you can also block standing attacks while ducking, but don't count on it. The only problem with blocking low is it leaves you open to a top attack. Top Attack If you opponent is blocking low, you can top attack over the top of their defense. To do this, press away from your opponent on the Control Pad cross and press Fierce Punch. Uppercut Some characters can perform an uppercut by pressing Down on the Control Pad and Fierce Punch. This is especially useful when an attacker jumps at you. Several characters do not have uppercuts, but they have special move counter-attacks against jumping attackers. Sweep Press Down and Fierce Kick next to a standig opponent to execute a sweep attack. If you hit, it will knock your foe down. Not every character has a sweep move. Duck Press down on the Control Pad and your character will duck. From this position, he or she can attack low. Some characters, like Sabrewulf, can actually avoid some attacks this way. Special Moves Each character also has a fine selection of special moves to use in combat. Each character's special moves are different, and usually require the use of buttons in combination with the Control Pad cross. E.C.T. (elementary combo theory) So you mastered the basics of pounding each other. Now it's time to learn a combo or two. Combos are basically a combination of buttons that produces multiple hits. Now, these hits aren't really free, as you must connect with the first one in order to activate the combo. However, a successful combo can give you many extra hits for the low price of just a few button presses. It's possible to get a 30 hit combo for a mere 6 butoon presses! But that will come later. First, you must learn the law of Jump-In Auto- Doubles. Jump-In Auto-Doubles In order to perform a Jump-In Auto-Double, you must first jump-in and attack your opponent, successfully hitting them. Once you have scored the first hit, if you press the proper butoon next, you will not only get your first hit, but you will also get two or three bonus hits. The whole sequence will register as a Triple Combo or Super Combo. The trick is to know what pair of buttons on the controller as if they were connected as shown in the diagram below: QP MP FP | \/ QP<->QK MP<->FK MK<->FP | /\ QK MK FK Openers The jump-in attack is what is know as an "Opener" move. This means that if this initial attack is succesful, your opponent is briefly open to whatever combo series you want to punish him or her with. Each character also has several special moves that function as openers. If you hit with an Opener move, there is at least one button (sometimes more) that you can press to get an Auto-Double. Top Attack Auto-Double Top Attacks are also Openers. Linkers So what do you do once you have mastered Triple and Super Combos? You extend your combo tally using moves known as Linkers. After you have succesfully hit your opponent with an Auto-Double, you can continue to combo them by following the last hit of the Auto-Double with a Linker move and another Auto-Double button. End Specials The best way to finish a combo is an end special, which can be added after any Auto-Double or Linker. End Special are listed in each character's profile. An example of a complete combo sequence would be: Jump-In hit + Auto-Double button + Linker + Auto-Double button + End Special. I.C.T. (intermediate combo theory) There's nothing that can make you feel quite as helpless as a multi-hit combo. So what can you do about it besides put the Control Pad down and some soda and chips? You can bust out a Combo Breaker, that's what! Each fighter has a special move that will function as a Combo Breaker. A Combo Breaker can potentially interrupt any part of a combo - Auto-Double, Linker, and End Special (but not the final hits of an Ultra Combo). The key is to use the proper Combo Breaker to break the move. This takes practice and a keen eye, plus vast knowledge of every character's Openers, Linkers and Auto-Doubles. Combo Breakers can be summed up as follows: Quick breaks Medium. Medium breaks Fierce. Fierce breaks Quick. The best way to envision Combo Breakers is like the game "Scissors, Paper, Rock" The correct combo breaker will beat your opponent's attack. To break an opener sequence or an end finisher, you must perform the combo breaker using the button that breaks the button your opponent is using. So if he hits you with a Fierce opener, you can break with your Quick combo breaker. Since you can break a Linker with any of the buttons (Quick, Medium or Fierce), it's risky to do long combos. However, you still have to learn the timing to do the combo breaker and that only comes with practice. Breaking a combo does several things. First of all, its gets you out of the humillating sequence of hits and damage, and it throws your opponent for a loop! Second of all, all characters have some moves that are enhanced after they have briken a combo. We have left these advanced post-breaker moves for you to discover on your own. A.C.T. (advanced combo theory) So you've mastered all the basic combos; jump-ins, openers, linkers and end finishers. Well that's far from all you'll find in Killer Instinct! Below you'll find some of the more advanced tricks, but we're going to leave it to you to find some of the really special moves (like Air-Doubles, Shadow Moves and Post Breakers Specials). Keep building upon your knowledge of Auto-Doubles and you'll be surprised how many new moves you can discover. Danger Moves When you have your opponent on the ropes and basically defeated, you can perform a Danger Move on him or her. You will only have a few seconds to perform the move. Some of the Danger Moves require special timing, or that you stand a certain distance from your victim. Ultra Combos If you opponent is almost defeated (his second life bar is almost gone and the bit that remains is flashing), you can perform an Ultra Combo. Basically, Ultra Combos are like special End Finishers that work when your opponent is almost defeated. Go into a combo sequence, and if you hit, finish it with the Ultra Combo move noted for the character you are using. If you do it correctly, you should get a double digit Ultra Combo, usually in excess of 20 hits. There is no way to combo break an Ultra Combo, but if you're getting hit by one, you were almost defeated anyway. ******************************************************************************************** *************** * Definitions * *************** Regular Move These are done by pressing a button, or by pressing one direction on the joystick, and a button. They are usually quick, but don't cause much damage. Special Move These are unique moves which can be performed at any time during the fight. They cause more damage and give you more points than regular moves, but require a specific joystick motion along with a specific button-press. Transition Move These are special moves which switch to another special move in the middle, often surprising the opponent. Overhead Hit These moves are the answer to people who go into a blocking crouch, and wait for you to attack so they can block and hit you. When you press ?+FP or a+FP near a crouching opponent, your character will do a powerful attack which hits your opponent from above, even if they are blocking. These moves are rather slow, and if you miss, or they stand up and block it, you will be vulnerable. Fortunately, pressing B+FP or B+MP will do a "fake" overhead attack. If your opponent stands up to block your fake attack, you can hit/bite/claw/stab/kick them in the legs/ankles/groin, and maybe start a combo. Combo 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, and Ultimate. Stun Combo These short combos leave your opponent reeling and helpless. They only work on an opponent who is not already stunned, and whose energy bar is not flashing green or flashing red. Hitting the opponent with the same move or special move several times can also stun them (example: throwing several projectiles), as can hitting them with the same two moves two or three times in a row (example: fierce attack, uppercut, wait for them to get up, fierce attack, uppercut). Ultra Combo This refers to any combo using an Ultra ending - a special type of combo ending which can only be used when the opponent's second energy bar is flashing red or completely gone. It adds 18 hits onto the combo, and kills the opponent. Ultimate Combo This refers to any combo using an Ultimate ending - a special type of combo ending which can only be used when the opponent's second energy bar is flashing red or completely gone. It adds no hits to the combo, but makes the combo end in one of the character's No Mercy moves, and gives you lots of points. Turbo / Shadow Combo Turbo combos are combos whose endings go faster than normal and are harder to break. Shadow combos not only go faster than normal, but they take off more damage and they have a shadow. To do a turbo combo simply hold the button, do the ending motion, then release the button. Do the same thing when you have a flashing line and you will do a shadowed version. Turbo combo endings give you 50% more points than the normal ending, and shadow combo endings give you twice the normal points. Combo Extender These are special combo connectors. Each character has only one Extender, and most characters cannot do combos of significant length without doing thier extender move. Extenders are the easiest part of most combos to break, but no character can do thier longest combos without using an extender. For most characters, Extenders double as a special move (outside of combos). When used this way, Extenders are often called "reverse-control moves" because for most characters, the motion is CF,B+#. Extenders are used to "set up" special juggles and Air-Ultra combos, because doing an Extender after knocking your opponent into the air can fool the machine into thinking you are still in the middle of a combo, allowing you to do a combo-ending on your falling opponent, instead of an air-juggle. Combo Breaker These special moves are used to stop the combo your opponent is doing on you. They must be performed between hits in the combo, and only when you still have some energy left. You do not need to charge Combo Breaker moves. When using Combo Breakers, specific buttons must be used to break other buttons. QP/QK breaks MP/MK, MP/MK breaks FP/FK, and FP/FK breaks QP/QK. So if your opponent is doing a combo that uses button MP, and your Combo Breaker is B,F+QK/MK/FK, you would press B,F+QK to break that combo. We have noticed that for some reason, you can use QP/QK to break B,F+FP moves and connectors. You can only break a combo during an autosecond or during a multiple-hit combo ending. Combos which use no autoseconds or multiple-hit endings cannot be broken. A very few multiple-hit combo endings are unbreakable. After a character (except Eyedol) does a Combo Breaker, the little white vertical line at the end of thier current energy bar (the "shadow line") will start flashing. Retaliation Move These are special moves which can only be performed while you are getting up after having been knocked to the ground by your opponent. These moves do significant damage and make you temporarily immune to attacks. They are designed to keep your opponent from attacking you as you are getting up. A smart opponent, however, will anticipate your retaliation move and throw a projectile, timed to hit you just as your retaliation move finishes and you are vulnerable again. Air Juggle After you perform a combo that knocks the opponent into the air, you can hit them as they are falling with an air juggle move. Only certain special moves have can juggle opponents; other moves go right through them. Air juggle moves don't take off much energy, but they add extra hits to the combo. Air juggles done when a character's shadow line is flashing do three hits instead of just one. Shadow Move When your character's shadow line is flashing, you can perform special moves which you could not normally perform. These special moves go faster, do more hits, or cause more damage, than thier non-shadow counterparts. Shadow moves give you more points than the non-shadow counterparts. No Mercy After defeating your opponent for the second time in a fight, the announcer will say "Danger," and you will have the chance to perform a No Mercy to finish them off. A No Mercy may have a different outcome depending on what character you performed it against. They are listed as "finishing moves" in this guide. On the first version of this game, the announcer said "No Mercy", instead of "Danger", and thus the name... 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 forces the opponent to dance to some strange music. Each character does a unique dance. Last Breath After being defeated for the second time in a fight, your character will be dizzy. Rapidly shake the joystick 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 regain your senses and 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. When fighting on your last breath, you get a flashing shadow line which never stops flashing, and all your hits do double damage. The ever-flashing shadow line allows Sabrewulf to do some shadow combos he normally can't do, since any shadow move he does normally stops his line from flashing. Awesome Victory If you defeat your opponent and then do a No Mercy, a Humiliation, or knock them off a rooftop, you will see a special animation after the fight, and the announcer will say "Awesome victory!". Supreme Victory If you defeat your opponent while still on your first bar of energy, you will see a special animation after the fight, and the announcer will say "Supreme victory!". Perfect If you defeat your opponent without losing any energy, the word "Perfect" will appear during the Supreme Victory animation, and the announcer will say "Perfect!". Sometimes you can get a "Perfect" by winning with all of your first energy bar gone, but none of your second. Stages Description: - Canyon (D+1) In this stage you are fighting on a rope/log bridge with a huge rock canyon in the background. An interesting effect is that the bridge kind of bounces when you jump on it. The setting sun has the sky turned blazing red and the clouds are streaming towards you like mad. The music for this stage has sort of an Native American sound to it. The main thing to remember on this stage is to avoid being trapped on either end of the bridge since this puts you higher than your opponent and at a serious fighting disadvantage! This stage is associated with Chief Thunder. - City Rooftop in Chicago (U+5) This stage has you on the rooftop of a skyscraper in a futuristic city at night. In the background there are various other buildings with flashing red beacons. There are also two billboards, one showing an animated Ultra 64 logo and the other showing a realtime scaled down version of your current fight! There is no high or low ground on this stage, but being trapped in a corner can be pretty damaging. The roofs look a lot like the ring's used in Virtual Fighter and you CAN knock your opponent off the roof, you need to do a charge at them usually in the middle of a combo. You will usually fall onto the pink car from the Chicago street stage! This stage is associated with Orchid. - Castle Rooftop (U+4) Similar to the City Rooftop scene but in this one you are set in more of a medieval time. Sort of a Transylvania feel to it, with bats flying around and lightning flashing....even has a full moon! Again, no high or low ground but watch those corners. And again, you can be knocked off the roof when charged. This is Spinal's Stage. I believe you land in the lava, but I may be wrong. - Under Castle Rooftop (???) This is the scene of the entrance to the Spinal's Castle, with a bridge in the background and the Spinal's Castle doors. - Boxing Gym (???) This one has you in a boxing workout gym with a boxing ring in the background and large punching bags. This is one of the cooler scenes cause as you and your opponent move back and forth the perspective of the scene changes and you can really see the 3-D effect with the punching bags and all. Of course this is T.J. Combo's stage. - Chicago Alleyway (D+4) Wow we're out on the streets, fighting amongst the broken down cars and graffiti covered buildings! This scene is also on of the better ones for seeing the 3-D effect of the perspective changes, particularly in the cars in the background. The music here has lots of police sirens going in it. Some of the graffiti is "Chicago Lives!","MT"(turmell?),"Kev Boyle's Vehicle Surgery"???. (Don't think is's anyones home) - Chateau (D+5) Here you are fighting in a nice cozy little room with a fire going in the fireplace and classic paintings hanging on the walls. Rich maroon velvet drapes and gold chandeliers add to the feel of the room. There is a large wooden door to the far right and stairs leading upwards to the left. Don't get forced onto the stairs, this puts you on higher ground and therefore at a disadvantage. This is Sabrewulf's hangout. - Mountain Shrine (U+3) This stage looks like you were transported to Alaska. There is snow all around, with a large concrete looking statue of two people (back to back) behind you. One of them looks like Orchid. The fighting area is a long narrow area, with a small bridge in the middle. The area with the statue looks like there should be some way to fight up there, and to anyone at Midway, it would of been cool to be able to walk(fight) all the way around the statue instead of about one half.(just a thought) - Mountain Temple (U+1) This stage is a lot like the above Mountain Shrine, except there is now a temple with the roof being held up by the two sculptures. Maybe a before and after a nuclear bomb thing here. It makes the other stage look like the ruins of this stage. This is Glacius' stage. - Industrial Warehouse (D+6) This stage place's you on a metal (grated) catwalk, high above in a ole Warehouse. On the side of the catwalk reads 'TDJ Stamper Industries' The fighting area is much shorter then normal, and the characters seem very close. This is where Fulgore hangs out. - Warehouse Basement (D+3) Probably not really the basement, but similar in looks, with a small bridge over lava. I haven't seen anyone fall in yet but I have heard that it is possible. There are flying bats all over. The bridge does bounce a little bit, and the camera really pans in and out a lot! This is one of Eyedol's stage's. You can knock him into the lava with a uppercut. - Eyedol's Lair ( ??? ) This is the other place that you can fight Eyedol at. It is hard to explain, but you fight real close to the screen (Feet are at the bottom of the screen) and looks like a old auditorium (Trashed) with empty seats ect. - Desert Roof Top (D+Start or U+6) Here you are on a rooftop in the desert. In the background there appears the old ruins of a city with very little left. There are vultures circling around, and a very bright sun in the background. This is Cinders Stage - Sky Top (D+5 - both players) Well here is one of the more nasty scenes in the game, not for the weak stomach. You are on top of a small (roof-like) brick area with clouds flying towards you very fast! (enough to make you motion sick) The big problem here is you can get knocked off of the brick top at any time! If you are close to the edge, and someone charges, you going to have quite a fall! You see your character falling for several seconds towards you, then poof, the body makes a cut-out (similar to a gingerbread man shape) in the ground. (A quick loss of $.50 here!) - Alter (D+2) You are now in a marble type alter room. A candle lit area, and pillars with bloody horns, and skulls attached. The room has a very cool looking reflection to it on the floor. This is Riptor's pad. - Dungeon (U+2) This is a infinite scrolling stage, which means you CANNOT get trapped into a corner!(yea) The background just keeps repeating some pillars. - Tiger Shrine (???) This stage has a large Golden Tiger head built into the back wall. It looks straight out of a D&D adventure, with jewels and gold. This is Jago's hangout. ******************************************************************************************** ************* * Guide Key * ************* 1 = quick punch 2 = medium punch 3 = fierce punch 4 = quick kick 5 = medium kick 6 = fierce kick S = Start button U = Up D = Down F = Forward (towards opponent) B = Back (away from opponent) DF = diagonally Down+Forward DB = diagonally Down+Back JF = jump forward JB = jump back QCT = Quarter Circle Towards (roll stick D->DF->F ) HCT = Half Circle Towards (roll stick B->DB->D->DF->F ) QCDB = Quarter Circle Down Back (roll stick DF->D->DB ) QCDF = Quarter Circle Down Forward (roll stick DB->D->DF ) OH3 = Over Head 3 (press B+3 or DB+3 near a crouching opponent) CF = Charge Forward (hold stick towards opponent for a bit) CB = Charge Back (hold stick away from opponent for a bit) CDB = Charge Down Back (hold stick diagonally down+back for a bit) CDF = Charge Down Forward (hold stick diagonally down+forward for a bit) H# = hold that button (H3 = hold down fierce punch) R# = release that button (R5 = stop holding medium kick) BU = break Ultra (see the "Tricks and Glitches" chapter) , = "then" + = "and" / = "or" | = "this indicates that the combo breaks here and a new combo start's" ... = Between parts of a transition move, this means that you can wait any length of time between doing those parts of the move. Often, you can walk around and/or get hit during this time, and still be able complete the move. If you leave the ground (jump, teleport, get uppercutted) or block during this time, you will not be able to complete the move. wait = the next part of the combo does not connect directly to the previous part (the "wait" could actually be anywhere from 0 to 10 seconds) line = the little vertical white line at the end of your current (not maximum) energy bar will start flashing after you do a Combo-Breaker, Energy Howl, or Absorbtion Shield. Sometimes called the "shadow line", you need it to do shadow moves. Doing several shadow moves makes the line stop flashing. Doing one shadow move makes the line stop flashing for Sabrewulf. Shadow combo endings do not stop the line from flashing. ******************************************************************************************** ************** * Characters * ************** Special note: all the combos listen here are for advanced players only; you need much practice before start to trying these combos. ################ ##### JAGO ##### ################ Full name: Jago Age: 21 Height: 5'6'' Weight: 190 lbs. == ARCADE HISTORY == Jago is a mysterious warrior monk from a remote region of Tibet. Guided by the powerful Tiger Spirit to seek his destiny, he has been lead to the Killer Instinct tournament to destroy the evil within. == ANOTHER HISTORY == Found abandoned as a baby at a Himalayan monastery and taken in by the Monks of the Tiger, Jago showed great promise from the start and, under the tutelage of the ancient Abbot, has swiftly become one of the Order's star pupils. During meditation he is visited by the very Tiger spirit his Order serves, which grants him great powers and Chooses him to battle the sinister evil of Ultratech. At first the power threatens to overwhelm Jago's sanity, but he soon masters it and becomes the finest warrior the Order has yet fathered. The ever-present uncertainty as to his origins, however, still troubles him. == ENDING == Jago returns victorious to his shrine for communion with the Tiger spirit. By defeating the evil that existed at Ultratech, Jago is brought one step closer towards total enlightenment. Granted new powers for his loyal service, Jago strives for self improvement. He must now seek out a greater challenge and fulfill his destiny. == SPECIAL MOVES == Green Fireball QCT+1/2/3 (projectile) Yellow Fireball H1,QCT+R1 (magic 2) Flying Uppercut F,QCT+1/2/3 (anti-projectile) Sliding Uppercut CF,QCT+1/2/3 (anti-projectile) Green Sword QCDB+3 Flying Heel Kick QCDF+4 (anti-projectile) Flying Heel Kick QCDB+4/5/6 (anti-projectile) Fast Flying Kick H5,QCDB+R5 (anti-projectile) Fast Flying Kick H6,QCDB+R6 (anti-projectile) == SHADOW MOVES == Fast Red Fireball H3,QCT+R3 (line) Shadow Fast Heel Kick H6,QCDB+R6 (line) == TRANSITION MOVES == G. Fireball to Flying Kick QCT+1,QCDB+6 (projectile, anti-projectile) Y. Fireball to Flying Kick H1,QCT+R1,QCDB+6 (projectile, anti-projectile) Double Flying Kick QCDB+6,wait,B,F+6 (anti-projectile) Fake Flying Kick QCDB+6,B,F+6 (anti-projectile) Fake to Silent Flying Kick QCDB+6,B,F+6,...B,F+6 (anti-projectile) Fake to Double Flying Kick QCDB+6,B,F+6,...B,F+6,B,F+6 (anti-projectile) Double to Double Flying Kick QCDB+6,wait,B,F+6,B,F+6 (anti-projectile) == OTHER MOVES == Air Juggle H2,QCT+R2 (1 hit) Air Juggle H2,QCT+R2 (3 hits, line) Combo Breaker F,QCT+1/2/3 Retaliation F,QCT+1/2/3 (anti-projectile) == FINISHING MOVES == Sword Stab B,F,F+1 (close) Falling Car B,B,F,F+2 (1 to 4 pla) Humiliation HCB+5 (1 to 4 pla) Ultimate SS HCT+3 (during combo) Ultra Combo QCDB+4 (during combo) == CONNECTORS == 1 2 hits after QCDB+3 2 2 hits after Jump,6 D+3 2 hits after QCDB+3 QCDB+3 2 hits N/A 4 2 hits after QCDB+5 5 3 hits after QCDB+6 6 3 hits after QCDB+3 == ENDINGS == D+3 1 + air F,QCT+1 2 + end QCT+1 3 + end QCDB+5 3 + end F,QCT+2 3 + air F,QCT+3 4 + end == COMBOS == Stun: 3: QCDB+5,3,F,QCT+1 1 1 1 Points: 4500 Unbreakable: 5: jump,6,3,F,QCT+1,H2,QCT+R2 1 1 2 1 Points: 15000 Killer: 20: CF+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,H5,QCDB+R5,QCT+R2 1 1 2 3 1 2 3 1 3 2 3 Points: 60500 Killer: 22: CF+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,5,H3,F,QCT+R3,QCT+R2 1 1 2 3 1 2 3 1 3 4 3 Points: 80500 Ultra: 30: QCT+1,QCDB+6,wait,F+6,5,QCDB+3,5,4,QCDB+4 1 1 1 3 2 3 1 18 Points: 159100 Ultra: 31: F+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,1,QCDB+R4 1 1 2 3 1 2 3 1 1 18 Points: 164100 Ultra: 31: QCDB+6,5|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,H4,QCDB+R4 1 3 2 3 1 2 3 1 1 18 Points: 164500 Max Ultra (Glitch): 80: any combo,F,QCT+2,QCDB+3,QCDB+5,QCDB+5,QCDB+3,F,QCT+2,QCDB+3,QCDB+5,QCDB+5,QCDB+3,F,QCT+2,...,QCDB+4 ? 3 0 0 1 2 3 0 0 1 2 3 ... 18 Points: limited == USEFUL INFO == -To do the 20 hits Killer: line, corner. -To do the 22 hits Killer: line, corner, against Eyedol. -To do 30 hits Ultra: the firewall must be hit the opponent at the same time with the flying kick, the double Flying Kick motion (QCDB+6,wait,F+6) is done by timing the second kick (F+6) so that you press the F+6 just as the main flying kick hits the opponent, or a split a second afterwards. -Jago 31 hits Ultra (164500) only works against Sabrewulf on Chief Thunder stage at the corner and one of the hits of the last Auto-Double (with 4) is missed. -Max 80 hits Ultra only works against Eyedol and the second QCDB+5 must hit just one time. ################ ### TJ COMBO ### ################ Full name: T.J. Combo Age: 25 Height: 6'1'' Weight: 220 lbs. == ARCADE HISTORY == T.J. Combo was once the undisputed heavyweight champion of the world for five years straight. He was stripped of his title for his brutal metods of punishing opponents. He now fights to regain his fame and fortune. == ANOTHER HISTORY == Having fought his way from a seedy backstreet gym to the world heavyweight title through sheer raw power and aggression, after 5 years at the top T. J. "Combo" Garrett is brought crashing down by his own overwhelming greed. Having blown most of his cash on titanium arm implants to ensure that the title remained his, Combo is stripped of belt, wealth and public respect when the Ultratech surgeon who performed the operation sells his story to the media. Furious and humiliated, Combo returns to his old ghetto haunts and vows to defy the world at large in reaching the top once more. == ENDING == With victory in the tournament, Combo has finally achieved his ambition to regain his lost fortune and popular status. Once a nobody from the ghetto, Combo celebrates his win and new found wealth by parading through those same streets. With money and fame at his side, Combo believes he can achieve anything. == SPECIAL MOVES == Single Backfist CB,F+1 Double Backfist CF,B+1 Triple Backfist CF,B+1,1 Double Roll Punch CB,F+2 (anti-projectile) Triple Roll Punch CB,F+2 (anti-projectile, charge 2 seconds) Lunging Punch CB,F+3 Winding Uppercut C3,R3,3 (charge 2 seconds Flying Knee CB,F+4/6 (anti-magic 1) Rising Knee CB,F+5 Punching Bag 1,1,1,1,etc... (up close) == SHADOW MOVES == Shadow Lunging Punch H3,CB,F+R3 (line, anti-projectile) == 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 Double Rolling Punch CB,F+3,B+2 (anti-projectile) Lunging Punch to Sudden Stop CB,F+3,B+3 Lunging Punch to Flying Knee CB,F+3,B+6 (anti-magic 1) == OTHER MOVES == Air Juggle CB,F+3 (1 hit) Air Juggle CB,F+3 (3 hitss, line) Combo Breaker B,F+4/5/6 Retaliation B,F+4/5/6 == FINISHING MOVES == Neck Breaker B,F,F+2 (close) Screen Punch HCT+6 (close) Humiliation D,D,D+1 (1 to 4 pla) Ultimate SP HCB+5 (during combo) Ultra Combo CF,B+3 (during combo) == CONNECTORS == CF,B+1 2 hits N/A F+4 2 hits after CF,B+1 CF,B+2 3 hits after CB,F+6 5 3 hits after CF,B+1 or CB,F+2/4/6 6 3 hits after CB,F+2 CF,B+1 4 hits after CF,B+1 == ENDINGS == CB,F+5 1 + air CB,F+2 3 + air CB,F+6 3 + air CB,F+3 4 + end CB,F+1 4 + air == COMBOS ==' Stun: 3: CB(4 secs),F+3,CB+3,F+4 1 1 1 Points: 5000 Unbreakable: 4: jump,6,CDB+6,F+5,CB,F+3 1 1 1 1 Points: 6500 Killer: 25: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,CB+1,H6,F+R6,wait,CB,F+3 3 2 3 2 3 2 4 0 3 3 Points: 107000 Ultra: 42: CB,OH3,F+2,CB+1,CF+5,B+1,CF+5,CB+1,4,5,5,CF,B+3,wait,walk,B+1,H6,F+R6,wait,CB,F+3 1 3 2 3 2 3 2 2 1 1 18 0 1 3 Points: 149000 Ultra: 42: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,B+1,F,B+3,wait,CF,CB+1,H6,F+R6,wait,CB,F+3 3 2 3 2 3 2 4 0 17 0 3 3 Points: 207000 Ultra: 43: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,B+1,F,B+3,CF,CB+1,H6,F+R6,CF,CB+1,H6,F+R6,wait,CB,F+3 3 2 3 2 3 2 4 0 17 0 1 0 3 3 Points: 217000 Max Ultra (Glitch): 80: BU: B+3 or CB,F+6 - CB,F+4,5,CB,F+4,5,CB,F+4,5,etc... 1 3 1 3 1 3 etc... Points: unlimited == USEFUL INFO == -To do the 25 hits Killer: line, corner, vs Eyedol. -To do the 42 hits Ultra (149000): line, and the H6,F+R6 juggle must be done very early, catching the opponent with one hit while they are still about three character-heights in the air. This will give Combo time to "unfreeze" and do his normal CB,F+3 three-hit juggle. -To do the 42 hits Ultra (207000): line, corner, air Ultra, vs Eyedol. -To do the 43 hits Ultra: line, corner, air Ultra, vs Eyedol. -The CB,F+4,5 in the 80 hits Ultra must be with the opponent in the corner. ################ #### SPINAL #### ################ Full name: Spinal Age: 2650 Height: 5'5'' Weight: 110 lbs. == ARCADE HISTORY == Spinal's origin is a closely guarded secret of Ultratech. A secret branch of the corporation, using a variety of special techniques, have succeeded in reviving an ancient warrior. With only the vaguest memories of his past life, Spinal knows how to do only one thing; fight! == ANOTHER HISTORY == A legendary warrior over 2000 years ago, the thing now known as Spinal has been torn from the peace of death by Ultratech's cell regeneration experiments. Trapped in the new world, he has no choice but to obey orders despite his reluctance, and to make things worse he begins to suffer tormenting flashbacks to the ancient life he can never quite remember. After the awe and wonder he inspired when first unveiled to the public, this year Spinal finds himself in the shadow of Ultratech's latest creations (Fulgore, Riptor et al): and, filled with resentment, he sets out to prove his worth. == ENDING == Tired of constantly being surrounded by death and destruction, Spinal decides on a career break... Although nominated for an Oscar for his first film, Spinal still has great difficulty finding roles that have meat to them. == SPECIAL MOVES == Absorb Shield B+H1 (absorbs special moves for skulls) Shield Charge F,F+1/2/3 Teleport Front D,D+1/2/3 Teleport Behind D,D+4/5/6 Teleport Front H1,Jump,D,D+R1 (midair) Teleport Behind H4,Jump,D,D+R4 (midair) Flaming Sword CB,F+2 Flaming Sword CF,B+2 Weak slide QCDF+6 (anti-projectile) == SHADOW MOVES == Flaming Skull QCT+1/2/3 (line) Double Flaming Sword CB,F+2 (line) Double Flaming Sword CF,B+2 (line) Fast Red Fireball H1/2/3,QCT+R1/2/3 (line) Fast Red Fireball QCT+1/2/3 (with at least 3 skulls) Two Flaming Skulls H1,QCT+2+R1 (line) == TRANSITION MOVES == Shield Charge to Sword Slash F,CF+2/3,B+2 Teleport Front to Teleport Behind D,D+3,D,D+1 Teleport Behind to Teleport Front D,D+6,D,D+1 Flaming Skull to Flaming Skull QCT+1,QCT+1,etc... (line) == OTHER MOVES == Air Juggle QCT+1 (1 hit, line) Combo Breaker F,F+1/2/3 Combo Breaker D,D+4/5/6 Retaliation D,D+1/2/3/4/5/6 == FINISHING MOVES == Skeleton Grab B,B,B+5 (1 to 4 pla) Shield Stab B,B,F+4 (close) Humiliation HCT+6 (1 to 4 pla) Ultimate SG QCDB+1 (during combo) Ultra Combo HCT+3 (during combo) == CONNECTORS == QCDF+6 1 hit N/A CF,B+2 2 hits N/A CB,F+2 1 hit after 2/3 CB,F+2 2 hits after 2/3 (line) 5 2 hits after F,F+2 6 2 hits after F,F+3 2 3 hits after F,F+3 or Jump,6 3 3 hits after F,F+1 or CB,F+2 or CF,B+2 or QCDF+6 == ENDINGS == F,F,1 (3 + end) F,F,2 (3 + end) F,F,3 (4 + end) D,D+1/2/3/4/5/6 (# + ???) (Morph into opponent and do one of their endings) Best Morph Buttons (BMBs): Cinder-2(4+air) T.J.Combo-6(4+air) Fulgore-2(4+air) Glacius-2(4+air) Jago-3(4+end) B.Orchid-2(4+air) Riptor-2(4+air) Sabrewulf-3(4+air) Spinal-3(4+end) Eyedol-2(4+air) Chief Thunder-3(4+air) == COMBOS == Unbreakable: Stun: 3: D+3,F,F+3,F+3 1 1 1 Points: 4500 Unbreakable: 4: F,CF+3,B+2,D+6 1 2 1 Points: 6500 Killer: 23: F,F+2,CF+2|B+2,CF+3,B+2,CF+3,B+2,3,A.E.,wait,QCT+1,QCT+1,QCT+1,QCT+1,QCT+1 1 1 2 3 2 3 2 3 4 1 1 1 1 1 Points: 70000 Killer: 23: CB,2,2,2,D,D+1 - CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDB+5,H3,QCT+R3,wait,QCT+1,QCT+1,QCT+1,QCT+1,QCT+1 1 1 1 0 3 3 3 1 3 3 1 4 1 1 1 1 1 Points: 98500 Ultra: 32: F,F+2,CF+2|B+2,CF+3,B+2,CF+3,B+2,3,QCT+3 1 1 2 3 2 3 1 3 18 Points: 125000 Ultra: 37: CB,2,2,2,D,D+1 - CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDB+5,F+1,wait,CF,B+2,wait,H2,D,D+R2,wait,QCT+1 1 1 1 0 3 3 3 1 3 3 1 18 0 4 1 Points: 178500 Max Ultra (Glitch): 80: BU: B+6 - 2,2,2,2,2,2,2,2,etc... 1 1 1 1 1 1 1 1 etc... Points: unlimited == USEFUL INFO == -To do the 23 hits (70000) Killer: corner, with 5 skulls, A.E = any Ending that hits four times the opponent, the Ending must launch the opponent to the air and do it with shadow for extra points. -To do the 23 hits (98500) Killer: corner, with 5 skulls, not playing on Player 2, vs Thunder, after you do this: CB,2,2,2,D,D+1, Spinal stay transformed into "shadow Thunder". -To do the 37 hits Ultra: line, not playing on Player 2, vs Thunder, after you do this: CB,2,2,2,D,D+1, Spinal stay transformed into "shadow" Thunder. ################### ## CHIEF THUNDER ## ################### Full name: Chief Thunder Age: 42 Height: 6'2'' Weight: 280 lbs. == ARCADE HISTORY == Mystical defender of Native American people, Chief Thunder enters the Killer Instinct tournament to solve the mystery behind the disappearance of his brother, Eagle, in the previus year's tournament. == ANOTHER HISTORY == Long months have passed since the previous year's Ultratech tournament, and despite the wide-ranging searches of his tribe's supernatural phoenix allies, the Chief's beloved but overambitious younger brother has failed to return in either triumph or defeat. After much agonising over the matter, and to great protest from his tribesfolk, Thunder decides that he must suspect the worst concerning Eagle's fate, and pacifies his people by nominating himself as avenger. The Chief has no dreams of glory, taking up Ultratech's challenge with nothing but vengeance and a primal justice in mind. == ENDING == After discovering the fate of his brother, Thunder contemplates the future and mourns the loss of Eagle. But, with his death avenged, the soul of Eagle can finally rest in peace forever. Or can it...? == SPECIAL MOVES == Flying Mohawk QCB+1/2 Flying Mohawk HCB+3 Spinning Chop CB,F+1/2/3 (anti-projectile) Spinning Chop CF,B+2 (anti-projectile) Tomahawk Dive QCB+3 (midair) Phoenix Throw QCT+4/5/6 (projectile, control) Fast Phoenix H5,QCT+R5 (projectile, control) == SHADOW MOVES == Shadow Tomahawk Dive H3,HCB+R3 (line, midair) Giant Red Phoenix QCT+5 (line) Small Red Phoenix H5,QCT+R5 (line) == TRANSITION MOVES == Flying Mohawk to Tomahawk Dive HCB+3,F+3 Flying Mohawk to Tomahawk Dive HCB+3,HCB+3 Flying Mohawk to Shadow Dive HCB+H3,F+R3 (line) Flying Mohawk to Shadow Dive HCB+3,H3,HCB+R3 (line) == OTHER MOVES == Air Juggle QCT+4 (1 hit) Air Juggle QCT+4 (3 hits, line) Combo Breaker QCB+1/2/3 Retaliation QCB+1/2/3 == FINISHING MOVES == Rain Dance HCT+3 (1 pla) Axe Uppercut HCB+6 (close) Humiliation D,F,F+4 (1 to 4 pla) Ultimate RD QCDB+2 (during combo) Ultra Combo B,F+1 (during combo) == CONNECTORS == QCB+1 1 hit after OH3 F+2 2 hits after CB,F+3 F/B+4 2 hits after QCB+3 (midair) 5 2 hits after CB,F+2 CF,B+2 3 hits N/A B/F+6 3 hits after CB,F+1/2/3 == ENDINGS == CB,F+3 3 + air QCT+6 3 + end QCB+2 4 + air QCB+3 4 + air == COMBOS == Stun: 4: CB,F+1,D+6 3 1 Points: 5250 Unbreakable: 5: jump,6,3,QCT+5,QCT+4 1 2 1 1 Points: 11600 Killer: 24: CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDF+5,H3,F+R3,JF,B+H2,QCDB+R2,wait,QCT+4 3 3 3 1 3 3 1 3 0 4 3 Points: 133500 Ultra: 41: CB,CF+2,6|B+2,6,CDF+5,B+2,6,CDF+5,B+H2,QCDB+R2,wait,CF,B+2,F+1,wait,QCT+6 3 1 3 3 1 3 3 1 3 4 0 18 3 Points: 204250 Ultra: 49: CB,CF+2,6|B+2,6,CDF+5,B+2,6,CDF+5,H3,F+R3,JF,B+H2,QCDB+R2,CF,B+2,F+1,CF,B+2,wait,H2,QCDB+R2,CF,B+2,H2,QCDB+R2,wait ,QCT+4 3 1 3 3 1 3 3 1 3 0 4 0 18 0 3 0 4 3 Points: 303500 Max Ultra (Glitch): 80: BU: B+6 - CF,B+2,CF,B+2,CF,B+2,CF,B+2,etc... 3 3 3 3 etc... Points: unlimited == USEFUL INFO == -To do the 24 hits Killer: line, vs Eyedol, not playing on player 2. -To do the 41 hits Ultra: line, corner, against Jago one of the hits of the H2,QCDB+2 is missed, Air-Ultra. -To do the 49 hits Ultra: line, against Eyedol, not playing on Player 2, better in Sabrewulf or Thunder stages, corner, the Ultra Move must be done exactly as the falling opponent reaches the ground or the Air-Ultra won't work at all and the first QCDB+R2 must be hit 3 times. -The CF,B+2 in the 80 hits Ultra must be with the opponent in the corner.
################# #### GLACIUS #### ################# Full name: Glacius Age: Unknown Height: 6'3'' (variable) Weight: 300 lbs. (variable) == ARCADE HISTORY == Glacius is an alien being from a distant planet. When his spaceship crash landed on earth, he was captured by Ultratech. Hoping to prove these alien beigns to be inferior, Ultratech forces him to fight for his life in the Killer Instinct tournament == ANOTHER HISTORY == Wandering the galaxy in search of new life, a curious Glacius skims too close to the Earth and, sucked in by its gravitational field, crashlands deep in the heart of a snowbound mountain range. Groggy but counting himself lucky to be alive, he surveys the damage and sets out in the hope of finding the parts he needs. The history books of Glacius' race warn of the humans' unreasoning brutality, but surely they exaggerate? Unfortunately, the alien will soon have time to regret his trusting nature when Ultratech capture him for use in their own unique brand of 'scientific research'. == ENDING == After escaping from the grasp of Ultratech, Glacius finally returns to the site of his crashed spaceship. With the advanced technology present at Ultratech, Glacius takes the materials he needs and repairs his damaged ship. With memories of the evil he faced there fading slowly, Glacius begins the long and arduous trip back to his homeworld. == SPECIAL MOVES == Blade Uppercut QCDB+1 Shoulder Charge CB,F+1/2/3 Double Charge CB,HF+1 Bouncing Iceball QCT+1/2/3 (projectile) Puddle Teleport QCT+4 Puddle Uppercut QCT+5/6 (anti-all) == SHADOW MOVES == Fast Bouncing Iceball H1,QCT+R1 (line) == TRANSITION MOVES == Double Puddle Uppercut QCT+6,QCT+5,HF Instant Puddle Uppercut QCT+6,QCT+5,...QCT+6 Instant Puddle Uppercut QCT+6,QCB+5,...QCT+6 Puddle Uppercut to Puddle Uppercut QCT+5,QCT+6/QCB+6 Puddle Uppercut to Puddle Uppercut QCT+6,QCT+5/QCB+5 Puddle Teleport to Any Special Move QCT+4, any special move == OTHER MOVES == Air Juggle QCT+6 (1 hit) Air Juggle QCT+6 (3 hits, line) Combo Breaker B,F+1/2/3 Retaliation QCT+4/5/6 == FINISHING MOVES == Blob Engulf HCB+5 (1 pla) Needle Freeze HCT+2 (1 pla) Acid Puddle B,B,B+6 (1 to 4 pla) Humiliation F,F,B+4 (1 to 4 pla) Ultimate AP HCB+1 (during combo) Ultra Combo B,F+3 (during combo) == 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 Jump,6 4 3 hits after QCT+5 or Jump,1 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: CB,HF+1,D+6 2 1 Points: 4500 Unbreakable: 3: CB,F+2,F+6,QCT+2 1 1 1 Points: 4500 "90+% damage": 5-7: CB,OH3,CF+2,6,B+2,|H3,QCT+R3,wait,QCT+6 1 1 1 2 4 3 Points: 16500|70000 Killer: 21: CB,F+2,DF+6|walk,B+2,CF+2,1,B+2,CB+2,F+2,2,H3,QCT+R3,wait,QCT+6 1 1 2 3 0 2 3 1 3 4 3 Points: 95100 Ultra: 35: CB,OH3,CF+2,2,CB+2,2,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6 1 1 3 2 3 18 0 4 3 Points: 184000 Ultra: 36: jump,1,CDF+4,4,B+2,2,CDF+4,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6 1 3 1 2 3 1 18 0 4 3 Points: 183300 Ultra: 36: CB,F+2,DF+6|walk,B+2,CF+2,B+2,CB+2,F+2,B+6,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6 1 1 1 3 2 3 1 1 18 0 4 3 Points: 189000 Ultra: 41: CB,F+2,DF+6|walk,B+2,CF+2,1,B+2,CB+2,F+2,B+6,F+3,wait,CF,B+2,QCT+3,walk,B+2,H3,QCT+R3,wait,QCT+6 1 1 2 3 0 2 3 1 1 18 0 4 0 4 3 Points: 214100 Max Ultra (Glitch): 80: CB,CF+2,2,CB+2,2,F+3,wait,CF,B+2,B,B,B,QCT+3,JF,B+2,QCT+3,walk,B+2,QCT+3,JF,B+2,QCT+3,walk,B+2,QCT+3,etc... 1 3 2 3 18 0 4 0 4 0 4 0 4 0 4 etc... Points: unlimited == USEFUL INFO == -To do the "90+% damage" combo: line, not on Player 2 and before the H3,QCT+R3 you must wait a little time then the combo ends in Hyper and the four fireballs hits the opponent as a new combo. -To do the 21 hits Killer: line, vs Sabrewulf. -To do the 35 hits Ultra: line. -To do the 36 hits (183300) Ultra: line. -To do the 36 hits (189000) Ultra: line and against Sabrewulf the first CF,B+2 hits two times and you can get 37 hits. -To do the 41 hits Ultra: line, vs Sabrewulf and the first QCT+3 must be when him are still about a character's height off the ground, then, the first three fireballs hits the opponent normaly, but the fourth, hit a little later, sending him just high enough into the air that you can do the CF,B+2,QCT+3 one more time. -To do 80 hits: only against Eyedol, in the Scrolling Dungeon secret stage (U+2), the B,B,B (three little steps back) after the first reverse are necessary for the first QCT+3 hit the opponent in the right form, and the first three fireballs hits the opponent normaly, but the fourth, hit a little later, sending him just high enough into the air that you can do the CF,B+2,QCT+3 another time. ################# #### FULGORE #### ################# Full name: Fulgore MK.1 Age: 1 Height: 6'5'' Weight: 560 lbs. == ARCADE HISTORY == A prototype cybernetic soldier developed by Ultratech, Fulgore was entered into the Killer Instinct tournament as a final test of its combat capabilities. Once its abilities are proven, mass production will begin. == ANOTHER HISTORY == One of Ultratech's latest creations and possibly the most dangerous to date, Fulgore is the first in a planned series of cybersoldiers boasting state-of-the-art armouries, worked at feverishly over the last few years by a particularly erratic Ultratech genius and his team. Dark rumours abound as to where the prototype's human parts originated - the kind of rumours nobody dares voice. Before the Fulgore Mk.I model is even finished, the scientists are already working on an upgrade: and to prove the prototype's ultimate worth, it is entered into the tournament with orders to destroy all opposition. == ENDING == The combat test of the Fulgore series assault cyborg has been a success. Mass production can now take place... After years of research, a weapon of awesome power is in the hands of Ultratech. The dawn of a robot controlled empire will soon begin. The first prototype model, Fulgore 1, is deactivated and placed in a museum. The only humans left to view it are now slaves. == SPECIAL MOVES == Flying Uppercut F,QCT+1/2/3 (anti-projectile) 1 Energy Bolt QCT+1/2/3 (projectile) 2 Energy Bolts B,B,QCT+1 (projectile) 3 Energy Bolts F,B,B,QCT+1 (projectile) Reflect Shield QCB+1/2/3 (reflects projectiles) Teleport Front B,QCB+1/2/3 (control) Teleport Behind B,QCB+4/5/6 (control) Claw Charge CB,F+4/5/6 Eye Laser QCDB+6 == SHADOW MOVES == Auto 3 Energy Bolts QCT+1 (line) Shadow Flying Uppercut H3,F,QCT+R3 (line) Shadow Energy Charge H6,CB,F+R6 (line) == TRANSITION MOVES == Energy Charge to Flying Uppercut CB,F+4/5/6,F,QCT+1 (anti-projectile) Teleport to Flying Uppercut B,QCB+1/2/3/4/5/6,F,QCT+1/2/3 Teleport to Eye Laser B,QCB+1/2/3/4/5/6,QCDB+6 == OTHER MOVES == Air Juggle B,B,QCT+1 (1 hit) Air Juggle F,B,B,QCT+1 (2 hit) Air Juggle QCT+1 (3 hits, line) Combo Breaker F,QCT+1/2/3 Retaliation F,QCT+1/2/3 == FINISHING MOVES == Eye Laser HCB+3 (1 pla) Machine Gun HCT+6 (1 to 4 pla) Humiliation HCT+5 (1 to 4 pla) Ultimate MG QCDB+2 (during combo) Ultra Combo F,QCT+1 (during combo) == CONNECTORS == 3 2 hits after CB,F+5 4 2 hits after Jump,1 5 2 hits after CB,F+6 QCDB+6 2 hits N/A 1 3 hits after CB,F+4/6 or QCDB+6 2 3 hits after Jump,6 / CB,F+5/6 6 3 hits after CB,F+6 == ENDINGS == B,F+5 3 + air B,QCB+1 4 + end QCT+2 4 + end F,QCT+3 4 + end == COMBOS == Stun: 3: CB,3,F+6,F,QCT+1 1 1 1 Points: 5000 Unbreakable: 6: jump,6,6,F,QCT+3 1 1 4 Points: 21000 Killer: 20: QCDB+6,1|QCDB+6,CB+6,F+6,6,QCDB+6,H1,B,QCB+R1,QCT+1 2 3 2 3 1 3 2 3 3 3 Points 56500 Ultra: 34: CB,OH3,F+6,6,QCDB+6,6,F,QCT+1,wait,QCDB+6,H5,CDB,F+R5,wait,QCT+1 1 1 3 2 3 18 0 3 3 Points: 145500 Ultra: 39: QCDB+6,1|QCDB+6,CB+6,F+6,6,QCDB+6,6,CB+H5,F+R5,wait,QCDB+6,CB,CF+5,QCT+1,wait,QCDB+6,CDB+H5,F+R5,wait,QCT+1 1 3 2 3 1 3 2 3 1 0 0 18 0 3 3 Points: 166500 Ultra: 40: QCDB+6,1|QCDB+6,CB+6,F+6,6,QCDB+6,6,CB+H5,F+R5,QCDB+6,CB,CF+5,QCT+1,QCDB+6,H1,B,QCB+R1,QCDB+H6,CB,F+R6,CB+H5,F+R5, QCT+1 1 3 2 3 1 3 2 3 1 0 0 18 0 1 0 0 3 3 Points: 176500 Max Ultra (Glitch): 80: BU: B+6 or CB,F+6 - CB,F+6,CB+5,F+5,wait,QCDB+6,CB,F+5,CB,F+5,wait,QCDB+6,CB,F+5,CB,F+5,etc... 1 2 3 0 0 3 0 0 3 etc... Points: unlimited (Ultra), limited (Killer) == USEFUL INFO == -To do the 20 hits Killer: line, you should locate of this way: Corner|Fulgore|Jago (or Jago|Fulgore|Corner), vs Jago. -To do the 34 hits Ultra: line. -To do the 39 hits Ultra: line, corner, only against Jago, in Thunder stage and the Ultra Move (F,QCT+1) must be done exactly as the falling opponent reaches the ground, or the Air-Ultra won't work at all. -To do the 40 hits Ultra: line, corner, only against Jago, in Thunder stage, the Ultra Move (F,QCT+1) must be done exactly as the falling opponent reaches the ground, or the Air-Ultra won't work at all and the B,QCB+R1 must be done quickly after the reverse move so it hits one time high in the air. -To do the 80 hits Ultra (Glitch): corner. This combo too works without the break Ultra, but with break Ultra is more easy to do. -The 80 hits Ultra or Killer is REALLY HARD to do, you need much practice (and BIG luck) to do it. ################ #### CINDER #### ################ Full name: Cinder (Ben Ferris) Age: 31 Height: 6'2'' Weight: 195 lbs. == ARCADE HISTORY == Cinder was a convicted criminal who agreed to participate in Ultratech's chemical weapons test in exchange for early parole. A failed experiment turned him into a being of living flame. He was now been offered freedom he can defeat Glacius in the Killer Instinct tournament. == ANOTHER HISTORY == Ben Ferris, a small-time criminal with counts of assault, breaking and entering and arson on his record, is the latest convict to be bought out of jail for Ultratech's twisted uses. His fate is to be used as a human guinea-pig in the company's chemical weapon developments, an unexpected side-effect leaving him consumed by fire but somehow, much to his own horror, still alive. He is kept confined in a top-security block until Ultratech decide to enter him into the tournament under the codename Cinder to defeat Glacius fairly and in full public view, his freedom providing the ultimate incentive. == ENDING == Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of Ultratech. As no stranger to confinement from his former life of crime, Cinder has no intention of being imprisoned again. Using his newly acquired power, he easily evades the capture attempt, leaving his potential captors in his wake. Picking a location suitable for his current condition, he ponders his next move. == SPECIAL MOVES == Flaming Palm B,B+1 Red Outline HCB+2 (immune to all projectiles) Red Outline H1,HCB,R1 (immune to 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 Flame Stream CB,F+4/5/6 Flip Kick F,QCT+4/5/6 == SHADOW MOVES == Shadow Flame Torpedo H2,F,F+R2 (line) Shadow Flame Torpedo CB+H2,F+R2 (line) Invis. Teleport Front HCB+1 (line) Invis. Teleport Back H1,HCB+R1 (line) == TRANSITION MOVES == Flame Torpedo to Diagonal Flame Torpedo F,F+3,B+3 (midair) Flame Torpedo to Flip Kick F,F+1/2/3,QCT+4/5/6 Teleport Front to Flip Kick HCB+1,F,QCT+4/5/6 Teleport Front to Flip Kick H1,HCB+R1, == OTHER MOVES == Air Juggle CB,F+3 (1 hit) Air Juggle F,F+3 (1 hit) Air Juggle CB,F+3 (3 hits, line) Air Juggle F,F+3 (3 hits, line) Combo Breaker F,QCT+4/5/6 Retaliation F,QCT+4/5/6 == FINISHING MOVES == Lava Pool B,B,B+2 (1 to 2 pla) Meltdown HCT+4 (1 pla) Humiliation B,B,B+6 (1 to 4 pla) Ultimate MD HCB+5 (during combo) Ultra Combo F,F+3 (during combo) Ultra Combo B,F+3 (during combo) == CONNECTORS == CF,B+1 2 hits N/A 3 2 hits after F,F+3 / CB,F+3 4 2 hits after CF,B+1 / F,F+3 / CB,F+3 1 3 hits after F,F+2 / CB,F+2 2 3 hits after CF,B+1 or Jump,6 == ENDINGS == F,F+2 4 + air CB,F+2 4 + air F,QCT+4 4 + air F,QCT+5 4 + air F,QCT+6 4 + air == COMBOS == Stun: 3: CDB+3,F+3,6 1 1 1 Points: 4500 Unbreakable: 5: CDB+3,F+2,F+6,F,F+3 1 2 1 1 Points: 12000 Killer: 27: F,F+3(in air),B+3,CB+4,F+3,CF+4,1,B+1,CB+4,F+3,CB+4,1,H2,F+R2,F,F+1,CF,H6,QCT+R6,wait,F,F+3 1 1 2 1 2 1 2 2 1 2 1 4 0 4 3 Points: 121200 Ultra: 37: CB,OH3,CF+2,1,CB+1,2,1,F+3,wait,F,F+1,F,F+1,F,F+1,H5,F,QCT+R5,wait,F,F+3 1 2 3 2 3 1 18 0 0 0 4 3 Points: 179600 Ultra: 41: F,F+3(in air),B+3,CB+4,F+3,CF+4,1,B+1,CB+4,F+3,CB+4,1,F+3,wait,F,F+1,F,F+1,F,F+1,wait,H6,F,QCT+R6,wait,F,F+3 1 1 2 1 2 1 2 2 1 2 1 18 0 0 0 4 3 Points: 181200 Max Ultra (Glitch): 80: BU: B+6 - F,F+2,5,F,F+2,wait,F,F+1,F,QCT+5,F,F+1,F,QCT+5,etc... 2 2 4 0 4 0 4 etc... Points: unlimited (Ultra), limited (Killer) == USEFUL INFO == -To do the 27 hits Killer: line. -To do the 37 hits Ultra: line. -To do the 41 hits Ultra: line. -The 80 hits Ultra too works without the break Ultra, but with break Ultra is more easy to do. ################# ### SABREWULF ### ################# Full name: Von Sabrewulf Age: 45 Height: 5'11'' Weight: 400 lbs. == ARCADE HISTORY == Sabrewulf is afflicted with the rare disease, Lycanthropy. Although he has spent most of his life as a recluse, he enters the Killer Instinct tournament on the promise of a cure if he is victorious. == ANOTHER HISTORY == Since the day when a wolfbite left him afflicted with a particularly virulent strain of lycanthropy, Count Von Sabrewulf has lived in exile in his remote mountain tower, shunned by society, struggling with insanity as his disease grows steadily worse. A handful of years back his worst nightmare was realised when he failed to revert to human form at all. Every rumour of a possible cure has been at best a hoax, so when a message arrives promising salvation should he enter and win the Ultratech contest, Sabrewulf is highly suspicious but obliged to seize any chance that comes his way. == ENDING == With victory, Sabrewulf obtains the cure he sought for so long from the hands of Ultratech. Cured at last of his curse, Count Von Sabrewulf can return to leading a normal existence. == SPECIAL MOVES == Flaming Bat QCB+1/2/3 (projectile) Spinning Claw CB,F+1/2/3 (stops flashing line) Spinning Claw CF,B+2 Rolling Claw CB,F+4 (stops flashing line, anti-projectile) Charging Claw CB,F+5 Leaping Claw CB,F+6 (anti-all) Energy Howl QCDB+6 (starts shadow line flashing) == SHADOW MOVES == Double Spinning Claw CB,F+1/2/3 (line) Double Rolling Claw CB,F+4 (line) Long Range Leaping Claw CB,F+6 (line, anti-magic 2) == TRANSITION MOVES == Charging Claw to Rolling Claw CB,CF+5,B+4 Charging Claw to Charging Claw CB,CF+5,B+5 Charging Claw to Leaping Claw CB,CF+5,B+6 Stationary Claw Roll CB,CF+5,B+5,...F,B+4 Quick Charging Claw CB,CF+5,B+5,...F,B+5 Quick Leaping Claw CB,CF+5,B+5,...F,B+6 == OTHER MOVES == Air Juggle CB,F+6 (1 hit) Air Juggle CB,F+6 (3 hits, line) Combo Breaker B,F+4/5/6 Retaliation B,F+4/5/6 == FINISHING MOVES == Claw Stab B,B+5 (close) Screen Punch B,B,F+2 (1 pla) Humiliation F,F+1 (1 to 4 pla) Ultimate CS HCT+3 (during combo) Ultra Combo F,B+4 (during combo) == CONNECTORS == CF,B+2 2 hits N/A 5 2 hits after CB,F+1 2 3 hits after CB,F+2/4/6 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: 2: CB(4 secs),CF+5,B+5 1 1 Points: 1000 Unbreakable: 6: jump,CB+6,6,F+5,CB,F+6 1 1 1 3 Points: 26500 Killer: 24: CB,CF+6,2|CB+2,F+4,CB+H3,CF+R3,6,CB+2,4,H5,F+R5,wait,CF,B+2,H4,F+R4 1 3 2 4 4 3 2 1 4 0 4 Points 105600 Ultra: 36: CB,OH3,CF+2,6,B+2,6,CF+4,B+4,wait,walk,CB+2,H4,F+R4 1 4 3 2 3 1 18 0 4 Points: 155600 Ultra: 38: CB,CF+6,2|CB+2,F+4,CB+H3,CF+R3,6,B+2,CF+4,B+4,wait,CF,B+2,H4,F+R4 1 3 2 4 4 3 2 1 18 0 4 Points: 165600 Max Ultra (Glitch): 80: BU: B+6 - 2,2,2,2,2,2,2,2,etc... 1 1 1 1 1 1 1 1 etc... Points: unlimited == USEFUL INFO == -To do the 6 hits unbreakable: line. -To do the 24 hits Killer: line and not playing on player 2. -To do the 36 hits Ultra: line. -To do the 38 hits Ultra: line and not playing on Player 2. ################ ### B.ORCHID ### ################ Full name: Black Orchid Age: 23 Height: 5'6'' Weight: 125 lbs. == ARCADE HISTORY == B. Orchid is a secret agent, sent by an unknown group to investigate the mysterious disappearances that surround the Killer Instinct tournament. Her true identity and abilitie are shrouded in secrecy. == ANOTHER HISTORY == For many years Black Orchid has been amongst the codenamed elite of a professional spy organisation working for the greater good of society. Her past remains hidden, including some things of which even she is unaware: she won't find out for some time yet that Jago is actually her brother. Realising that clear evidence of Ultratech's crimes and dark ambition is proving impossible to come by, she eventually decides that the only way into the company is also the most dangerous - straight through the open front door. Once her superiors are persuaded of the necessity, she goes ahead and enters the tournament. == ENDING == Escaping unscathed with vital information about the corrupt future plans of Ultratech, Orchid rushes back to report. Informing her superiors of Ultratech's evil intentions, they can now act in bringing about the destruction of the corruption presiding there. == SPECIAL MOVES == Sabre Charge QCDB+1/2 Swinging Sabres QCDB+3 Tiger Charge CB,F+1/2/3 (anti-all) Laser Boomerang QCT+1/2/3 (projectile) Helicopter Kick CB,F+4/5/6 == SHADOW MOVES == Shadow Sabre Charge QCDB+2 (line) Shadow Tiger Charge H3,CB,F+R3 (line, anti-all) == OTHER MOVES == Air Juggle QCT+1 (1 hit) Air Juggle QCT+1 (3 hits, line) Combo Breaker B,F+4/5/6 Retaliation B,F+4/5/6 (anti-projectile) Retaliation F,B+4/5/6 (anti-projectile) == FINISHING MOVES == Frog Squash D,F,B+4,...6 (close) Heart Attack B,F,F+1 (close to 4 pla) Humiliation HCB+3 (1 to 4 pla) Ultimate HA HCB+5 (during combo) Ultra Combo B,F+2 (during combo) == CONNECTORS == F+1 1 hit after QCDB+2 B+1 1 hit after F+1 QCDB+1 1 hit N/A QCDB+2 1 hit N/A QCDB+2 2 hits N/A (line) CF,B+5 2 hits N/A 1 3 hits after CF,B+5 or CB,F+6 6 3 hits after CB,F+3 B+6 3 hits after CB,F+6 == ENDINGS == CB,F+5 3 + air QCT+5 3 + air QCT+3 4 + end QCDB+3 4 + air CB,F+4 4 + air == COMBOS == Stun: 3: CB,F+2,D+6 2 1 Points: 4500 Unbreakable: 4: QCDB+2,QCDB+3,QCT+1 1 2 1 Points: 11000 Killer: 37: CB,F+2,DF+6|walk,CB+5,1,F+6,1,QCDB+1,CF+1,CB+5,1,F+6,CB+1,CF+6,1,H3,QCDB+R3,QCT+1 2 1 2 3 3 3 1 1 2 3 3 3 3 3 4 3 Points: 103000 Ultra: 47: CB,OH3,F+6,CB+1,CF+6,1,QCDB+1,F+1,CB+5,1,F+6,CB+1,F+2,wait,QCT+1 1 3 3 3 3 1 1 2 3 3 3 18 3 Points: 152000 Ultra: 48: CB,F+6,CB+1,CF+6,1,CB+5,1,F+6,CB+1,F+6,CB+1,F+2,wait,QCT+1 1 3 3 3 2 3 3 3 3 3 18 3 Points: 152500 Ultra: 51: CB,F+2,DF+6|walk,CB+5,1,F+6,1,QCDB+1,CF+1,CB+5,1,F+6,CB+1,F+6,CB+1,F+2,wait,QCT+1 2 1 2 3 3 3 1 1 2 3 3 3 3 3 18 3 Points: 163000 Max Ultra (Glitch): 80: BU: U+6 - QCDB+2,5,QCDB+2,5,etc... 1 2 1 2 etc... Points: unlimited == USEFUL INFO == -To do the 37 hits Killer: line and only vs Sabrewulf. -To do the 47 hits Ultra: line. -To do the 48 hits Ultra: line and the first CB,F+6 must be done about three or four character distance then it only hit one time. -To do the 51 hits Ultra: line and only vs Sabrewulf. -To do the 80 hits Ultra: corner. ################ #### RIPTOR #### ################ Full name: Riptor Age: 4 Height: 7'0'' Weight: 700 lbs. == HISTORY == Riptor is a product of Ultratech's DNA Manipulation Project. By splicing human and reptilian genes, they have created a fighting creature with animal ferocity and human inteligence. == ANOTHER HISTORY == Another of Ultratech's miraculously realised concepts: a crossbreed of human and reptilian DNA, resulting in a creature that combines formidable intelligence with sheer brute strength. Nurtured from the egg by a dedicated Ultratech professor and her team, the beast nicknamed 'Riptor' by others has barely reached 4 years of age before it first demonstrates its full savage power in a human kill. Riptor is confused and often finds itself torn between human reasoning and predatory instincts, resorting to attack when it fails to understand the situation, as ever more people find out the hard way. == ENDING == Ultratech's plans at creating a genetically engineered weapon have escalated beyond even their control. By toying with the laws of nature, Ultratech have finally doomed the human race... dinosaurs once again rule the Earth. == SPECIAL MOVES == Claw Uppercut QCDB+1 Charge Attack CB,F+1/2/3 Fireball QCB+1/2/3 (projectile) Air Fireball QCB+3 (projectile, midair) Flame Jet QCDB+3 Leaping Kick CB,F+4/5/6 (anti-projectile) Leaping Kick CF,B+4/5 (anti-projectile) Leaping Kick HCT+4 (anti-projectile) Tail Flip QCDB+4/5/6 (anti-projectile) Air Tail Flip QCDB+6 (midair) == SHADOW MOVES == Fast Leaping Kick H6,CB,F+R6 (line, anti-projectile) Fast Purple Fireball H2,QCB+R2 (line) == TRANSITION MOVES == Charge Attack to Breathe Fire CB,F+1/2/3,B+3 Charge Attack to Tail Flip CB,F+1/2/3,B+4 Charge Attack to Leaping Claw CB,F+1/2/3,B+5 Leaping Kick to Midair Fireball CB,F+6,QCB+3 (midair) Leaping Kick to Air Tail Flip CB,F+6,QCDB+6 (midair) == OTHER MOVES == Air Juggle QCB+1 (1 hit) Air Juggle QCB+1 (3 hits, line) Air Juggle QCB+3 (1 hit, midair) Combo Breaker B,F+4/5/6 Retaliation B,F+4/5/6 (anti-projectile) == FINISHING MOVES == Eat Opponent HCT+2 (1 to 4 pla) Acid Spit B,B,B+5 (1 to 4 pla) Tail Stab F,F,B+6 (1 pla) Humiliation D,D,F,F+3 (1 to 4 pla) Ultimate EO HCT+1 (during combo) Ultra Combo B,F+4 (during combo) == CONNECTORS == CF,B+4 2 hits N/A CB,F+4 2 hits N/A QCDB+5 2 hits N/A 2 2 hits after CB,F+1 or Jump,6 1 3 hits after CB,F+4 5 3 hits after CB,F+3/4 == ENDINGS == QCDB+5 3 + end CB,F+6 3 + air QCB+3 4 + air QCDB+1 4 + air == COMBOS == Stun: 3: jump,6,CB+3,F+3 1 1 1 Points: 4500 Unbreakable: 8: CB,F+3,QCDB+5,QCDB+1,wait,QCB+1 1 2 4 1 Points: 26500 Killer: 20: CB,CF+3,6|B+4,CF+1,B+4,CF+1,CB+4,4,H3,QCT+R3,QCB+1 1 2 2 3 2 3 2 1 4 3 Points: 94100 Ultra: 33: CB,OH3,CF+4,1,CB+4,1,4,F+4,wait,QCB+1 1 2 3 2 3 1 18 3 Points: 144600 Ultra: 34: CB,CF+3,6|B+4,CF+1,B+4,CF+1,CB+4,4,F+4,wait,QCB+1 1 2 2 3 2 3 2 1 18 3 Points: 154100 Max Killer (Glitch): 80: any combo,QCDB+1,wait,CF,CB+4,F+2,QCDB+1,wait,CF,CB+4,F+2,QCDB+1,etc... ? 4 0 0 4 0 0 4 etc... Points: limited Max Ultra (Glitch): 80: BU: B+3 - CB,F+1,2,CB,F+1,2,ect... 1 2 1 2 etc... Points: unlimited == USEFUL INFO == -To do the 20 hits Killer: line. -To do the 33 hits Ultra: line. -To do the 34 hits Ultra: line. -To do the 80 hits Killer: corner, only against Eyedol and if you want to get more points, you must do all the end finishers in shadow mode (QCDB+1 >> H1,QCDB+R1). -The 80 hits Ultra must be with the opponent in the corner. ################ #### EYEDOL #### ################ Full name: Eyedol Age: that would be telling Height: too tall Weight: really heavy == SNES BOOK HISTORY == Eyedol is Ultratech's trump card. Ultratech's scientists snatched him out of Limbo to do battle with the finalist in this year's Killer Instinct tournament. Little did they realize what kind of power they were releasing when they set Eyedol free from his magical prision... == ANOTHER HISTORY == Eyedol and his greatest rival, Gargos - known only in the modern world to the Monks of the Tiger as the great Spirit they serve - were the last surviving Warlords of ancient times, battling for ultimate control of the land. The heroes of the age joined together to banish them to Limbo, and for 2000 years there they stayed: but now Ultratech's meddlings have resulted in a device that can scan the void for life, and despite their efforts to shut it down before anything nasty gets out, a weakened Eyedol manages to break through at the last minute, right into the company's scheming hands. == ENDING == "Billy... Are you my long lost son Billy?..." "Why would I be your son?... My name's Eyedol." "My son was lost in a car crash... I give him those bracelets for his birthday....." "Somehow.......... we don't think so." <WHAP!> "aaaahhhhhhhhhhhh..." == EYEDOL CODE == To play as Eyedol (on the 1.5d chip), pick Cinder, and when the VS animation starts, hold right on the joystick and press 1,4,3,5,2,6. If you do it right, you will hear a voice saying: "Eyedol". == SPECIAL MOVES == Fireball QCT+1/2/3 (magic 1) Horn Charge B,F+1 Mace Swing B,F+3 (reflects projectiles) Forward Leaping Mace B,F+4 (anti-all) Upward Leaping Mace B,F+5 (anti-all) Backward Leaping Mace B,F+6 (anti-all) Energy Stomp B+2 Double Horn Gore 3 / 3,3 (must be right next to opponent) == SHADOW MOVES == Triple Fireball QCT+3 (during stomp) Turbo Horn Charge B,F+1 (during stomp) Quick Turbo Horn Charge B+2,F+1 == TRANSITION MOVES == Energy Stomp to Stop B+2,2 Horn Charge to Stop B+2,F+1,B+1 Horn Charge to Mace Swing B,F+1,B+3 Charge to Forward Leaping Mace B,F+1,B+4 Charge to Upward Leaping Mace B,F+1,B+5 Charge to Backward Leaping Mace B,F+1,B+6 Stomp to Turbo Charge to Swing B+2,F+1,B+3 == OTHER MOVES == Air Juggle B,F+1 (1 hit) Air Juggle B+2,F+1 (1 hit) Combo Breaker B,F+1/2/3 Retaliation B == CONNECTORS == B,F+1 1 hit after B,F+1 B,F+4 1 hit after 5 B,F+5 1 hit N/A 1 2 hits after B,F+4 4 2 hits after B,F+4/5 3 3 hits after B,F+1/4/5 5 3 hits after 3/B,F+1/4/5 6 3 hits after B,F+4 == ENDINGS == B,F+1 1 + end B,F+3 4 + air H3,B,F+R3 Turbo 4 hit + air == COMBOS == Stun: 3: B+2,QCT+3 0 3 Points: 4500 Unbreakable: 6: F+3,3,CB+5,F+4 1 1 3 1 Points: 8100 Max King: 11: CB,F+1,CB,F+1,CB,F+1,5,CB+H3,F+R3,wait,CB,F+1 1 1 1 3 0 4 1 Points: 28850 Max Killer: 12: F+1,4,5,CB+H3,F+R3,wait,CB,F+1 1 2 1 3 4 1 Points: 32900 Max Ultra (Glitch): 80: BU: B+3 - CB,F+1,CB+5,F+3,wait,B,F+1,B,F+1,B,F+1,etc... 1 3 4 1 1 1 etc... Points: unlimited (Ultra), limited (Killer) == USEFUL INFO == -To do the 80 hits Ultra (or Killer) the opponent must be in the corner. -The 80 hits combo too works without the break Ultra, but without break Ultra this combo is of limited points (less 105000 points). ******************************************************************************************** ***************************** * Demons, Streaks and Kings * ***************************** == SPEED DEMONS == The faster time I can do: 1:90 (I hear about 1:83 with Fulgore, but I am not sure of this; I don't have proofs...) To do 1:90 you must play in 2 player mode, pick Cinder vs Eyedol (pick both players D+5 to do the Sky Platform) and do the Turbo Mode (both players in vs screen, F+1+2+3). Quickly, when the round starts jump back with Eyedol and do the F,F+3 with Cinder, REMEMBER: you must be really QUICKLY doing the move with Cinder. == WINNING STREAK == The max wins, will depends of the quantity of money that you want to burn :) == KILLER KINGS == To perfom a very BIG Killer KINGS, pick CINDER vs ORCHID,then do the BU (broken Ultra) of CINDER and do this combo: CB,F+2,1,F,F+2,wait,F,F+1,F,QCT+5,etc... do it till 80 and then in the 2nd energy bar, do CINDER ultimate (jump,6,2,HCT+5) and your 80 is * by~5,if you do 1.000.000 pts, the ultimate make the 1.000.000 * by~5 = 5.000.000 pts. I don't test it but you can also do a big Killer King using Cinder, making the Ultra normaly (without the Ultimate move), but with this, you need a big patience to do a really "high quantity" in the Killer Kings table. ******************************************************************************************** *********************** * Tricks and Glitches * *********************** High Scores Table: During the demo mode, press up on one of joysticks to view the high scores. Random Select Character: At the character selection screen, hold up and press start. A random character will be chosen for you. 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. Stage and Music Select: When you are selecting your character in a two-player game, hold up or down on the joystick and press a button. This will pick your character, but will also choose either the background or music from a specific stage. If you are the first person to choose your character, you get to choose the background. If you are the second person to choose, you get to choose the music. The joystick direction and buttons needed for each stage are listed below: Snow Shrine (Glacius stage): U+1 Scrolling Dungeon (Secret): U+2 Ice Sculpture: U+3 Castle Rooftop (Spinal stage): U+4 Chicago Rooftop (Orchid stage): U+5 Desert Rooftop (Cinder stage): U+6 / D+S Canyon Bridge (Thunder stage): D+1 Bloody Altar (Riptor stage): D+2 Lava Bridge (Eyedol stage): D+3 Chicago Street: D+4 Castle Fireplace (Sabrewulf stage): D+5 Sky Platform (Secret): D+5 (both players) Ultratech Industries (Fulgore stage): D+6 Unfortunately, these stages are unselectable: Jago's stage, T.J. Combo's stage, under the Spinal's stage and Eyedol's Castle stage. Combo Breaker Mode: During the VS animation, hold Down and press Start. It must be done on both sides. You will hear "Combo Breaker". It makes Combo Breakers easier to do. Turbo Mode: During the VS animation, hold Right and press 1+2+3. It must be done on both sides. You will hear a "swoosh". It makes the game go faster for one fight. Running on the Rooftop: Play on a rooftop stage and when the opponent has very little energy left have Riptor and the opponent get on opposite ends of the rooftop. Have Riptor throw a slow fireball and make sure the opponent isn't blocking. When the fireball is a ways out, have Riptor do his fierce Charge Attack (CB,F+3). The fireball hits the opponent (and knocks them off the building) but Riptor keeps on running across the roof. While the opponent is falling, you can hear him running. This can also be done using Eyedol: QCT,1 and then wait, B,F+1. Spinal's QCT+1, wait, F,F+3 works also, but since Spinal's run is silent, you only get to SEE him running against the edge of the rooftop. Air-Ultra Combos: To do an Ultra combo on thin air, use a combo to launch your opponent into the air. While they are still in the air, do your character's Extender move, followed by thier Ultra motion. If you can do both of these before the opponent has come to rest on the ground, your character will start thier Ultra combo, regardless of whether or not the opponent is anywhere nearby. If you are playing Chief Thunder, T.J. Combo, or Fulgore, the air Ultra will hit the opponent into the air, even if they are across the screen (everyone else misses). Your opponent must be on flashing red (or empty) energy for the Air- Ultra to work. The three characters who hit are special... Chief Thunder's Air-Ultra will not launch the opponent at the end unless you start it just as they are about to hit the ground. Fulgore's Air-Ultra will always launch the opponent, but the eye-laser part of the Air-Ultra always misses. Combo's Air- Ultra does not work unless you start it just as the opponent is about to hit the ground. However, with Combo, you can do an Air-Ultra on any rooftop stage merely by backing your opponent against the edge (when they are on flashing red energy) and then doing a Double Backfist, followed immediately by a F,B+3. Since Jago's only air combo ending (F,QCT+2) does not launch the opponent very high, Jago's Air-Ultra can only be done against Sabrewulf (because he stays in the air longer). We've tried it against Eyedol, who stays in the air the longest, but it doesn't seem to work. Spinal's must be done by launching the opponent with a morph ending, since none of his own combo-endings launch. Something to try is: Play as Fulgore against Sabrewulf or Eyedol on a rooftop stage. Do Fulgore's Air Ultra as quickly as possible after launching your opponent, to see how high you can get the Air Ultra to send them. We've been able to make the Desert rooftop disappear entirely, and get a really good view of Chicago. Glacius QK puddleport combo glitch: To do glitch, do any combo with Glacius then do a press and release QK puddleport before the combo ends. At that instant, do a press and release finisher or finishing move. The best finisher to use the fireball one since it's nearly unblockable. I've gotten the Ultra and Ultimate to work like that, and have had my Ultra's broke in that way. Sweep Glitch: Do any combo and before the combo ends do a down and FK. At that instant do any press and release finisher to get the same effect as Glacius's puddle glitch except almost any character can do there finishing move outside a combo like the computer. It takes practice and timing to do this glitch so it won't be easy to get off. You can also break Ultras through this glitch. Cinder Slow-Motion 80 hits Killer: You should make any combo that makes the opponent fall then do a press and release the F,QCT+5 end finisher and then only continues making the normal 80 hits combo. e.g.: CDB+3,CF+2,1,B+1,2,H5,F,QCT+R5,,F,F+1,F,QCT+5,F,F+1,F,QCT+5,etc... 1 2 3 2 3 4 0 4 0 4 ,etc... Important note: Sometimes the F,QCT+5 (after the F,F+1) only hits 3 or 2 times. Immortal Eyedol: When you kill Eyedol (in one player mode) kill him but don't make that him fall to the lava lake (you must be stand very close of him) and when him begins to vomit fire of their mouth you should begin to walk back some 3 or 4 steps and (e.g. with Glacius) hold down medium punch and press forward and release medium punch, then Glacius will do the "Ice Shoulder" and it hits Eyedol and you can do it whenever you want and Eyedol never dies. Slow-Motion combo finishers: To do a Slow-Motion combo finisher you should make any combo that makes the opponent fall then do a press and release any end finisher move. e.g.: With Glacius: CB,CF+3,6,CB+2,6,H3,QCT+R3 You must do the H3,QCT+R3 quickly after you tap the button of the auto-doble move and then you will see Glacius making a Sl-ow-Mo-ti-on end finisher. Also you can do the Ultra or Ultimate move. Important note: some end finishers don't hit the opponent. List of end finishers that works: -Jago: F,QCT+3 (3 hits) | QCDB+5 (2 hits) -TJ Combo: CB,F+6 (1, 2 or 3 hits)| Ultra (17 hits) -Spinal: F,F+1 (3 hits) -Thunder: QCDB+2 (3 or 4 hits) | Ultra (17 hits) -Glacius: QCT+3 (4 hits) -Fulgore: B,QCB+1 (1 or 3 hits) | CB,F+5 (1 or 2 hits) | Ultra (14 hits) -Cinder: F,QCT+4 (1 hit) | F,QCT+5 (4 hits) | F,QCT+6 (1 hit) -Sabrewulf: none -Orchid: none -Riptor: CB,F+6 (1 hit) -Eyedol: none Break Ultra: To do the Break Ultra move: play in 2 player mode and pick Orchid vs Sabrewulf (for example), then perfom a combo with an ending to SABREWULF in his flashing red bar, remember that he must have his energy flahing red when he's in the air Then when he's in the air, do the reversal, jump back, and quickly the Ultra motion, when Sabrewulf is getting up, tap B+6 and Orchid Ultra is BROKEN. Now the time is frozen, and you can touch her from any distance, all you have to do is to tap button 2 again and again to 80 hits. IMPORTANT: BE CAREFULL do not make ORCHID FALL because if she falls the game will freeze in the second energy bar. Remember: this is the combo that you should make with Orchid for the Break Ultra really works: -vs Sabrewulf, Riptor and Spinal: CB,F+6,CB,F+5,wait,CF,B+5,jump to back and QUICKLY B,F+2 (Ultra move). -vs the remaining players: the same combo but with CB,F+4 ending move. Here are the way to break Ultra with all characters: -Jago: JF+6 or B+6 -T.J. Combo: B+3 or CB,F+6 -Spinal: B+6 -Chief Thunder: B+3 or B+6 -Glacius: CB,F+3 or B+3 or B+6 -Fulgore: CB,F+6 or B+3 -Cinder: B+6 or B+3 -Sabrewulf: B+6 -Black Orchid: U+6 -Riptor: B+3 -Eyedol: B+3 IMPORTANT NOTE: the broken Ultra move and the combos after do this are REALLY HARD to do, you need much practice to do these. Chips 1.0 and 1.4: This guide is for the arcade version of Killer Instinct, chip 1.5d. If you are using an older chip, you'll have access to lots more glitches, like unlimited skulls for Spinal, and shrinking people on rooftops. Also, You cannot use the OH3 move to start long combos on the old chips. ******************************************************************************************** ***************************** * Maybe the max's combos... * ***************************** == Max Combos (Killers - non Glitches) == Jago: *22 (In this FAQ) TJ Combo: 25 (In this FAQ) Spinal: 23 (In this FAQ) Chief Thunder: 24 (In this FAQ) Glacius: 21 (In this FAQ) Fulgore: 20 (In this FAQ) Cinder: 27 (In this FAQ) Sabrewulf: 24 (In this FAQ) Orchid: 37 (In this FAQ) Riptor: 20 (In this FAQ) Eyedol: 12 (In this FAQ) == Max Combos (Ultras - non Glitches) == Jago: 32 (31) TJ Combo: 43 (In this FAQ) Spinal: 37 (In this FAQ) Chief Thunder: 49 (In this FAQ) Glacius: 41 (In this FAQ) Fulgore: *40 (In this FAQ) Cinder: 41 (In this FAQ) Sabrewulf: 38 (In this FAQ) Orchid: *56 (51) Riptor: 34 (In this FAQ) Eyedol: -- == Max Combos (Ultras and Killers - Glitches) == Jago: 80 Ultra or Killer (In this FAQ) TJ Combo: 80 Ultra (In this FAQ) Spinal: 80 Ultra (In this FAQ) Chief Thunder: 80 Ultra (In this FAQ) Glacius: 80 Ultra (In this FAQ) Fulgore: 80 Ultra or Killer (In this FAQ) Cinder: 80 Ultra or Killer (In this FAQ) Sabrewulf: 80 Ultra (In this FAQ) Orchid: 80 Ultra (In this FAQ) Riptor: 80 Ultra or Killer (In this FAQ) Eyedol: 80 Ultra or Killer (In this FAQ) (*)= not confirmed, maybe fake... ******************************************************************************************** *********** * Credits * *********** This FAQ was created by _Fulgore_ e-mail: email@example.com home page: http://www.geocities.com/jmdonline Some Information Resources: Killer Instinct Instruction Booklet (SNES), another FAQ's, internet sites and of course... HOURS and HOURS of trying combos!!! Specials Thanks: [sPiNaL]...............firstname.lastname@example.org JeNiZaRo...............email@example.com williegomezt...........firstname.lastname@example.org CODY_2.................CODY_2@post.cz Roberto Geller.........email@example.com CliffHunger............firstname.lastname@example.org