The Killer Instinct Web Presents: The Killer Instinct Gold FAQ
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Version 1.35a Date: 11/29/97
E-Mail: hardcore@bellsouth.net Author: HardCore
"The Killer Instinct Web" http://fighters.simplenet.com/kiweb/
=======================================================================
I recommend you view this file with Microsoft's Write Program for
Windows 3.1 or Microsoft's Word Pad for Windows 95. Font "Courier New"
with a 09 size is the default font. This font will allow you to view
the counter charts properly. MAC users that wish to view the FAQ properly
on your word processor set the margins to .44 inches, and use Courier 12.
If you are having trouble viewing this FAQ please e-mail me at:
hardcore@bellsouth.net
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Table of Contents
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I. Introduction
II. About This Version of the FAQ.
IV. Killer Instinct Gold Modes of Play.
V. Guide to Understand the FAQ.
VI. Definitions/Explanations.
VII. The Killer Instinct Gold Combo Theory.
VIII. Character Profiles.
IX. Codes and Cheats.
X. Glitches.
XI. Fun Things to Do In Killer Instinct Gold.
XII. Differences between KI2 and KI Gold.
XIII. Where to find the latest version of the FAQ?
XIV. Great Killer Instinct Gold Links.
XV. Credits and Special Thanks.
XVI. Disclaimer (Legal Crap Nobody Reads).
========================================================================
I. Introduction
========================================================================
Killer Instinct Gold was released for the Nintendo 64 Entertainment
System on November 25, 1996. The game features 11 characters that were
found on the arcade counterpart, Killer Instinct 2. Gargos is the master
mind behind UltraTech operations and final boss of the game (also hidden
in the game via a code - see codes section). The game has the following
specs:
+-----------------------------------------------------------+
|Developer: | Rare Ltd. |
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|Publisher: | Nintendo of America |
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|Release Date: | November 25, 1996. |
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|Retail Price: | $67.00-$79.99 U.S dollars |
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|Players: | 2 Player Simultaneous |
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|Type of Game: | 2 Dimensional Fighting Game |
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|Frames Speed: | 60 frames per second (fps) |
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|Character Line Up: | 11 characters |
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|Hidden Characters: | None |
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|Stages: | 13 stages |
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|Combo Limit: | 90 Hits |
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|Controller Support: | Analog and Digital |
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|Save Feature: | Yes, EEPROM |
+-----------------------------------------------------------+
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II. About this Version of the FAQ
========================================================================
Please read the credits and thanks to find out who did what for this
FAQ. If you would like to add some information drop me a line at:
hardcore@gil.net Any information not found on this FAQ is welcomed.
Version 1.35a:
--------------
* Changed my e-mail address all over the FAQ.
* Changed the URL to the KI Web all over the FAQ too ;).
Version 1.35:
-------------
* New combos added.
* Even MORE places where you can find this FAQ.
* Added a few more things to the Combo Theory.
* Fixed some spelling errors.
* Added help to those viewing the FAQ with a MAC.
Version 1.30:
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* Lots of glitches in the glitch section.
* More places where you can find my FAQ.
>>>> I will be adding many more combos on Version 1.40!!! <<<<
Version 1.25a:
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* Added TJ Combo (left out accidently)
Version 1.25:
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* Wrote entire FAQ all over.
* Added combo categories.
* Added 2-3 combos per character.
Version 1.10 or less:
* Beta version.
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IV. Killer Instinct Gold Modes of Play.
========================================================================
The beauty of Killer Instinct Gold is the great variety of options
available to the player. First and the most obvious of options are the
mode of play.
Arcade: allows you to play exactly like the arcade 1 or 2 players. Two
players will be pit against each other and one player will pit you
against computer controlled opponents on the road to Gargos.
Team: each player selects a team of 2-11 characters and the fight is
over when all the players from one team are completely perished.
Team Elimination: very similar to Team mode but the characters will
only be eliminated when they are killed by either an Ultra, an Ultimate
or a No Mercy. Knock offs can also be used, but only on the last
character.
Tournament: two to eight players will be pit in a tournament setting in
which winner stays losers rotate.
Practice: allows you to practice all the combos with the exceptions of
Ultras and Ultimates. Two players can practice at the same time, but the
move marker (arrows at the bottom of the screen) will only show for the
first player.
Training: the master will teach you how to do moves, counters, combo
breakers, and even combos. For those of you who are elites at KI Gold
Nintendo made use of hidden colors so you too will enjoy the option.
Focused Training: choose the level you are weak at and learn from the
master.
Options: allows you to configure your game accordingly.
========================================================================
V. Guide to Understanding the FAQ
========================================================================
I make use of the abbreviations in order to write this FAQ faster.
Please take a minute or two to study the basics of this FAQ so you dont
waste time coming back to refer to this portion often.
B = Back DF = Down Forward
F = Forward DB = Down Back
D = Down UF = Up Forward
U = Up UB = Up Back
QP = Quick Punch QK = Quick Kick
MP = Medium Punch MK = Medium Kick
FP = Fierce Punch FK = Fierce Kick
1 = Quick Punch 4 = Quick Kick
2 = Medium Punch 5 = Medium Kick
3 = Fierce Punch 6 = Fierce Kick
[P] = Press any Punch [K] = Press any Kick
DP = Dragon Punch Motion [F,DF,F]
QCB = Quater Circle Back [D,DB,B]
QCF = Quater Circle Forward [D,DF,F]
HQCB = Half Quater Circle Back [DF,D,DB]
HQCF = Half Quater Circle Forward [DB,D,DF]
HCB = Half Circle Back [F,DF,D,DB,B]
HCF = Half Circle Forward [B,DB,D,DF,DF]
FCB = Full Circle Back [U,UF,F,DF,D,DB,B,UB,U] (360 Degrees)
FCB = Full Circle Forward [U,UB,B,DB,D,DF,F,UF,U] (360 Degrees)
[] = Press
() = Hold
"+" = Add press the button (this only comes out on Combos)
"-" = Continuos motion (For Example: QCB-F+[5])
"/" = or
AD = Auto Double
========================================================================
VI. Definitions/Explanations
========================================================================
Since Killer Instinct Gold is such as complex game you will need to
learn a few terms. Please try to remember these definitions because you
will need them throughout the FAQ.
------------------------------------------------------------------------
Simple Definitions
------------------------------------------------------------------------
Timer - the clock on the middle of the screen which counts down from
99 to 00. If the clock reaches the 00 figure before any of
the characters have died, the character with the MOST life
will win the battle. If both charactes have an equal amount
of life, it will be considered a "draw".
Life Bar - the color bar on top of the screen. If you inflict damage on
your opponent their life bar will decrease, if your opponent
hits you, your life bar will decrease. There are 2 life bars
one green and the other red. If you deplete your opponent's
green life bar it will turn red and the fight will continue.
Once he has low red life it will start flashing something
we call "Red Flashing Power".
Red Flashing Power - when the red life bar starts flashing. When your
opponent's life is flashing red, this is the time when you
are able to perform your ultras, ultimates, & No Mercies
(which Nintendo changed to Out of Combo Ultimates). Also the
character in red flashing power will cause double the damage
he normally would.
Power Bar - the power bar are little square type things that appear
beneath your life bar. As you attack and your opponent
blocks the power bar will begin to get filled up - meaning
more blocks will appear. You can tell how much power you have
by following the example below:
1 black block > 1 pink block > 6 pink blocks > 6 yellow
blocks
Meaning that for every black block it will turn pink, then a
second black block will appear which will turn pink all the
way up to 6. Then the same will happen to the pink which will
then start turning yellow. The only way to see whether or not
your bar has arrived at its maximum, is by the flashing power
bar in yellow! There are many ways to power up the life bar.
Below are just some:
Combo breaking, getting hit, opponent blocks combo, perform
4 super linkers in a combo, pressure combos and more.
Some characters are capable of taking your power into theirs
one example is Spinal.
Profile Screen - very valuable for the codes. This screen is the one
where they display the character's height, weight, storyline,
etc...
------------------------------------------------------------------------
Complex Definitions
------------------------------------------------------------------------
---==|Special Moves|==---
Every character in the game has 5 or more special moves. These moves
require that you perform a motion on your controller or a charge motion.
Special moves do not deplete your super bar and can be done many times
during a match. Some special moves serve as 4 of the 5 endspecials.
Special moves will cause a mere 1/10th of damage to a blocking opponent
---==|Super Moves|==---
Super moves are moves that require "blocks" from the power bar. Each
different super move takes away different amount of blocks, it all
depends on the move you are performing. The maximum amount of blocks a
super move takes away is 6! These move are usually linkers or Ultra
buffers (more info on combo theory). Super Moves perform the following
purposes:
* Damage Factor * Linker
* Recovery Moves * Starters
* Ultra Buffer * Enders
* Ultra Breaker * Life replenisher
While the super move has the functions mentioned above, each character
is NOT capable of performing all. More of this will be explained on
each character profile.
---==|Shadow Moves|==---
Shadow moves are super moves which when executed leave a trail of
shadows behind the character. All shadow moves are linkers and openers
and take away 6 power blocks from the super power meter. When a shadow
move is performed and the combo is continued, the shadow will trail all
throughout the combo. Also, if you perform a shadow at the beginning of
a combo the super linker which corresponds to the same button and motion
(generally speaking of Jago) can be done by the simple special motion,
not the super motion. For Example:
Jago:
Shadow Move, AD, WINDKICK LINKER, AD, Ender.
The "WINDKICK LINKER" is the normal Windkick with MK but because of the
shadows, your character will perform the Super Windkick instead, which
will give you 5 free hits for the linker.
---==|Recovery Move|==---
Whenever your opponent knocks you down you will be able to perform a
recovery move. What the recovery move will allow you to do is, knock
the opponent down if they attempt to attack you as you are getting up.
Each character's Recovery Move is different from the other, so you
will need to remember each and everyone for the characters. These moves
can be very useful, specially when you are in a jam. One warning though
the recover moves can also be countered... there is a "small window
of opportunity" as GameFan calls it, that will leave you open from an
opponents attack. This, again, varies from move to move.
---==|Pressure Moves|==----
Pressure moves are two automatic hits that all opponents have. These
move can be used to juggle the opponent or to begin "Pressure Combos",
and also as autodoubles.
---==|Transition Moves|==---
Transition moves are moves that can be executed while the character is
still on his initial move animation. Example:
TJ Combo:
Powerline and while he is running you perform the Rollercoaster.
TJ will begin running and then drop to the floor and do the roller
coaster in one smooth animation.
---==|Throws|==---
Every character in KI Gold has a throw, with the exception of Fulgore.
The throw button differs from character to character. This move is
performed when you are extremely close to your opponent. You may also
perform a throw in your combo after your autodouble which will set your
opponent up for an easy air juggle. Warning, throws can be reversed and
combo reversal can also be reversed!
---==|Combo Breaker|==---
Combo Breakers allow you to break an opponent's combo by performing
a special motion or charge on your controller. The combo breaker chart
below, will help you understand how to break combos:
Punch Breaks Kick
Kick Breaks Punch
The only thing you can NOT combo break are super linkers, super enders,
slo-mos and ultimates.
---==|Ultra Breaker|==---
In order to perform an Ultra breaker you must have 6 super power
block in your super power bar. During the first 4 hits of the ultra
perform your opponent's Ultra Breaker and you will be able to break the
Ultra! This move is devastating because it has the damage of a normal
super and also the double damage from the flashing power.
---==|Ultra Combo|==---
The Ultra is performed on the opponent's red flashing power. If you
perform different enders in your match the Ultra combo will extend.
All of the Ultra combo hits are computer controlled. Remember that
one of the character's super can buffer the ultra. For more information
refer to the Combo Theory Section of this FAQ.
---==|Mini Ultra Combo|==---
Mini Ultra combos are performed when your opponent's life bar is green.
Do a move that will take the last little drop of their green life bar,
continue with the combo and then do the mini ultra motion. You must
have done at least 1 ender during the green life bar to be able to
perform the mini ultra.
---==|Ultimate Combo|==---
Ultimate combos are also moves which are done during a combo, and like
the Ultra, it can only be done during the opponent's red flashing
power. The character will do a move which will take away the rest of
the opponents's life by a special death sequence. This move can not be
combo breaked.
---==|No Mercy|=---
Nintendo changed the name of the No Mercy to Out of Combo Ultimate,
but in this FAQ I will refer to it as a No Mercy. The No Mercy is done
anywhere on the screen during the opponent's red flashing power. The
character will perform a special move which can automatically kill the
opponent. No Mercies can be blocked, and will usually leave your
character stuck in the animation for a couple of seconds. No Mercies
can NOT be blocked if done during a combo.
---==|Counters|==---
Counter move works just as the old game "Rock-Paper-Scissors" does.
If a character perform's a special you can counter it by performing
another special. To further explain this "RPS Theory" we must use an
example:
TJ Tremor Move (Scissors) > Counters > Spinal's Skull Skrape (Paper)
This could be used to generalize the counter "RPS Counter Theory"
Rock > Counters > Scissors > Counters > Paper > Counters > Rock
To make things simpler I have included a chart on each of the profiles
for each character. A sample chart is provided below with explanations
as how to read the chart.
---------------------------------------------------------
|You! |ROCK |PAPER |SCISSORS |
---------------------------------------------------------
|Opponent |Scissor |Rock |Paper |
---------------------------------------------------------
ROCK - this is your character's ROCK move. This move will counter
any scissor move your opponent does.
PAPER - this is your character's PAPER move. This move will counter
any rock move your opponent does.
SCISSORS - this is your character's SCISSORS move. This move will
counter any paper move you opponent does.
If you do a rock move and your opponent does a rock move the person
who did the move first will win the toss up. This is one of the most
beautiful elements of KI Gold that sets it aside from any other game
out there!
---==|Parry Moves|==---
Parry moves will stop your opponent's over the head attack or just
about any fierce punch or kick they do. By simply pressing Back and
quick punch you will activate your character's parry. There will be a
slight pause and there will be a Yellow spark which will be your visual
cue that you did it right. You may move to an opener or an instant dizzy
from here. Refer to the Combo Theory Section of this FAQ for more info
on how to perform the BIG hit combos in Killer Instinct Gold.
---==|Stage Knockoffs|==---
In most of the level in Killer Instinct Gold you will be able to knock
your opponent into a portion of the background and something special
will happen. The last move of the combo most send the character
flying into the air.
========================================================================
VII. The Killer Instinct Gold Combo Theory.
========================================================================
I would like to thank Scooby for providing me with the background
information as to how the Combo Theory works. Thanks Scooby!
This is used to begin a combo. A starter can be a number of moves,
as seen below:
· Almost every Special Move
· Some super moves.
· Ducking attacks (Ducking 6 or Ducking 3.
· Mid-Air attacks (Jumpkick while opponent is in the air)
· Overhead attacks (B + 3..when opponent is ducking)
· Jump kicks
· Throws...Yes, you can combo off of throws.
· Parry attacks (B + 1 while opponent attempts to hit you with a
punch or kick).
The Auto Double (AD):
Auto-Double...Single button press in a combo that adds 2 hits.
The Linker:
Special move done in a combo to keep the chain goin. You have to do a
linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
combo out.
The Auto Double (AD):
Auto-Double...Single button press in a combo that adds 2 hits.
Whatever your current button is, you just degrade one power. A medium
(5 & 2) is one less power than fierce(3 & 6), therefore, after hitting
any fierce(3 & 6) your next button would be any medium (5 & 2). It's
easy!! If you hit a quick (1 & 4) you just start over and go to any
fierce (3 & 6). I'm sure you'll cath on. With this material it's easy
to build combos. Use this easy to read table for better explanations.
AD TABLE
+------------------------------------------------------+
|Current Button is: | Next Button will be: |
------------------------------------------------------
| Button 1 or 4 | Button 3 or 6 |
------------------------------------------------------
| Button 2 or 5 | Button 1 or 4 |
------------------------------------------------------
| Button 3 or 6 | Button 2 or 5 |
+------------------------------------------------------+
Manual Auto Doubles:
These auto double allot only one hit per button pressed. Meaning if you
hit FP once you only get 1 hit. But like the auto double table there is
table you must also follow.
Fierce P/K ---> Medium P/K
Manual auto doubles can be used after an opener, a linker, an AD, as
openers but never before an auto double.
The Linker:
Special move done in a combo to keep the chain goin. You have to do a
linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
combo out.
Supers Can be Linkers:
You have to have the super power to be able to do a super, so watch
out for that. Replace any or all of your linkers in a combo with a
super and you get 5 hits! That's how you can pull off 50 hitters. You
can also add hits a number of other ways, so read on.
Correct Counter Attack (CCA):
If after performing a counter attack (B+1., you do the right CCA, you
will get 3 hits instead of one. Only one CCA per character. A CCA is
just a special move... but, doing the right one will get you 3 hits
instead of one.
Overhead:
An overhead is one way you can attack your opponent while they are
ducking. Do this by B+3. After hitting them you can do an AD or a
Special move then combo off of that.
Air Juggle Combo:
Performing different type of moves and specials will keep your
opponent in the air! Throwing is the key to air juggle combos. There
will be a lot of examples below.
Jump Kicks:
Jump in with any punch or kick and then there is a coordinated AD for
each character. The order is Dropkick -- AD -- Special Move.
Mid Air Attacks:
This is where you jump towards an opponent while they are jumping
towards you and juggle them with moves for a manual combo. If they jump
towards you, jump right back at them in the air with 6, a do their air
juggle special move to juggle your opponent and get a combo while your
at it.
Ducking Attacks:
You can do a low attack and then it opens the opportunity to use a
special move starter to begin a combo. To do a ducking attack, just do:
D + 3 for a punch then do a special starter move OR D + 6 to do a low
kicking attack and you can do an AD only on the D + 6 attack. And then
bring out the rest of your combo.
Combo Ender Factor (CEF):
This is the extra hit system. If you end each combo with a different
ender in every combo. You do one combo ender, the next ender wil be 2
hits instead of one (as long as the ender is different) then the next
will be 3 and the next will be 4.
Every character's highest CEF is 4. It also adds hits to your ultra.
The Ultra Combo addition goes like this:
1. ( C E F = 1 --- U l t r a = 1 4 )
2. ( C E F = 2 --- U l t r a = 1 8 )
3. ( C E F = 3 --- U l t r a = 2 2 )
4. ( C E F = 4 --- U l t r a = 2 6 )
5. ( C E F = 5 --- U l t r a = 3 0 )
Say you do a 10 hit combo and you CEF is 3 and you slip the Ultra
movement in there.
10 + 22 = 32. Your total is 32....Duh?
There is a 5th Combo ender! But, you must preform ALL of the combo
enders in order to be able to do the 5th Combo Ender. This gives you
5 hits and it also adds those extra hits to the ultra.
Enders:
Special moves you do to finish a combo. To get the most hits out of a
combo, you would put an ender at the end of a combo. Remember, the
CEF will give you extra hits to add to your combo.
Supers as Enders:
You can end your combo with a super if you wish. By doin' a super in
a combo you get 3 to 5 extra hits. But, (this is a BIG but, so listen).
Why do a Super and drain your meter, and also loose a chance to
accomplish a higher CEF? However, If you do a super at during the
first four hits of an Ultra (before the animation starts to recycle),
and you raised your CEF by not doing the super earlier, you get 4 extra
hits! Super meter is precious, so keep it.
Slo Motion Combos:
Slo Motion combos are enders in slow motion! These combos are amazing,
and just look great! In order to do the slo-mos you must do the motion
of the ender twice. For charge characters like Maya you must do the
following: Charge Back, Tap Forward, Tap Back press the button. Try
it, specially after speed up combos.
Speed-Up Combos:
There are two basic ways to speed up your combo:
1rst: This one works only with combo enders. Hold the button of the
ender and then do the motion and release. Your character will move
through the animation twice as fast.
2nd: The second way is a little harder because it requires that you
speed yourself up. You must press the autodouble button immediately
as the opener hits the opponent. Speed up combos are harder to break
but not unbreakable. Try it out!
------------------------------------------------------------------------
Combo Evaluation
------------------------------------------------------------------------
We'll pick apart a combo to show you how many hits, and what the ADs,
starters, linkers and enders are.There are many ways to do combos in KI
its up to you to experiment! So, let's take a look:
--=|BEGINNER COMBOS|=--
Beginner combos will make use of: Starters, Auto Doubles, Linkers, and
Enders. As we move up the combo master ladder we will build up on other
type of moves including manuals and supers. Ultras and understanding of
the CEF system is required for optimum performance. There will be more
detail added to the Ultra Combos system in the advance section of this
FAQ.
The Basic Beginner Combo Flow:
[Starter] -- [AD] -- [Linker] -- [AD] -- [Ender]
Maya 9 Hit Blaster:
[cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
Translates to:
· cB - F+2 (Starter)2 hits (Since this starter, hits twice)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+2 (Linker) 2 hits (This linker is the same move as the starter)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+5 (Ender) 1 hit (If your CEF was 2 it would be 2 hits)
This is the basic combo system format. And that's how you accomplish
the hit total. Remeber with the CEF you can add extra hits. This
combo's CEF is 1. Meaning the last hit will hit only once.
Here is another example but this time with a CEF of 5. We will use
the same character and combo to keep things simple.
Maya 13 Hit Killer:
[cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
Translates to:
· cB - F+2 (Starter)2 hits (Since this starter, hits twice)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+2 (Linker) 2 hits (This linker is the same move as the starter)
· cF+1 (AD) 2 hits (ADs are 2 hits)
· B+1 (Ender) 5 hits (5th hidden ender adds 5 hits!)
As you can see from this example the 5th hidden ender will add 5 hits
instead of 1 giving you more opportunity to add more hits. From now on
this FAQ will use the 5th hidden because it adds more hits to the
combo. Most combos found on this FAQ will use the 5th ender.
--=|INTERMEDIATE COMBOS|=--
When we have the beginner combos mastered, we move up to intermediate
combos. Intermediate Combos will take advantage of Manuals which is
considered one of the game's toughest thing to master, specially if
you have to connect the combos with linkers. Lets get down to business,
this time with Jago a character which uses motions for the moves.
The Basic Intermediate Combo Flow:
[Starter] -- [AD] -- [Manual] -- [Manual] -- [Linker] -- [AD] --
[Manual] -- [Manual] -- [Ender]
Jago 16 Hit Killer:
[HQCB + 3] -- [2] -- [6] -- [5] -- [HQCB + 5] -- [1] -- [6] -- [5] --
[DP + 2]
Translates to:
· HQCB+3(start) 2 hit (The fierce blade hits twice)
· 2 (AD) 2 hits (ADs are two hits)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Notice this is MK! The above was FK)
· HQCB+5(linker)1 hit (This linker is 1 hit)
· 1 (AD) 2 hits (ADs are two hits)
· 6 (Manual) 1 hit (Manuals are 1 hit each)
· 2 (Manual) 1 hit (Manuals are 1 hit each)
· DP+2 (Ender) 5 hits (5th Ender awards 5 hits!)
After looking over the combo you will notice the 4 extra steps added
into the combo for a total of 4 hits. The manuals act as an extra
hit and were carefully place after an autodouble for the extra hits.
Remember that you may do manuals after everything (except for enders)
but auto doubles will NOT work after manuals. Also notice that I
used the two ways you can move down the ladder with manuals. On the
first set of manuals I used FK > MK and on the second I used FK > MP.
Manuals are a bit tricky to pull off as you have to press them just
as the first auto hit reaches the opponent. Manuals are alot like
buffering combos (explained later).
--=|ADVANCED COMBOS|=--
Advanced Combos will require you to understand everything that was
explained above aside from also as skills to do super moves. Advanced
combos require a lot of practice. Also included in the advance section
are throw combos and make use of parries. Read em and weep em!
The Basic Advanced Combo Flow:
[Parry] -- [Parry Opener] -- [AD] -- [Manual] -- [Manual] -- [Super
Linker] -- [AD] -- [Manual] -- [Manual] -- [Super Linker] -- [AD]
[Manual] -- [Manual] -- [Ender]
Orchid 30 Hit Killer:
[Parry (B+1)] -- [HQCB+2] -- [4] -- [3] -- [5] -- [HCT,F+3] -- [5]
-- [6] -- [5] -- [HCB,B+5] -- [1] -- [3] -- [5] -- [DP+1] wait...
[HQCT+3]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,F+3 (Link)5 hits (Super Linker 5 hits!!!)
· 5 (AD) 2 hits (This is the 2nd Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (open)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· DP+1 (ender) 5 hits (5th Ender, 5 hits!)
· HQCT+3(Juggle)1 hit (Juggles them for 1 extra hit)
As you might be able to notice I have added supers and at the same
time added the parry. The parry itself its not too hard to master, but
the things you can achieve with it are fenomenal! I highly recommend
you practice getting the supers to work right after the manuals.
Now we are going to add an ultra to this baby for some 70 hit action!
Same character a beast of a combo!
Orchid 73 Hit Ultra:
[Parry(B+1) -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCT,B+3] -- [5] --
[6] -- [2] -- [HCB,F+5] -- [1] -- [6] -- [5] -- [HCT,B+3] -- [F+6]
-- [HCB,F+5] -- [F+6] -- [HQCB+4]...[QCB,HCT+6]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
· 5 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
· F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
· HQCB+4(Ultra) 30hits (Ultra with a CEF of 5 = 30 hits)
·QCB,HCT+6 4 hits (This will buffer the ultra with 4 extra hits)
This is the best way to see the CEF at work. The Ultra will register
30 hits to your combo easily! Aside from that we have seen the Ultra
buffering at work also. The buffer must be done before the first 4 hits
of the ultra in order to work. Sounds easy? Well reality check, its one
heck of a mission trying to get the supers to actually come out after
the manuals!
Now we can move on to throw combos. While these combos are not so
difficult to execute, speed and timing can make the quite difficult!
You must know when to throw and since there are only slight chances to
do so, you must plan your combo ahead of time. That's something masters
should always do, plan your combos ahead of time. Ok, lets now put
everything we know to work:
Orchid 33 Hit Killer: *Juggle*
[Parry(B+1] -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCB,F+5] -- [1] -- [6]
[2] -- [HCB,F+5] -- [4] -- [F+3] -- [Jump+6] -- [HQCB+5] -- [F+6] --
[QCB,HCT+6]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (Link)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· 4 (AD) 2 hits (This is the Auto Double)
· [F+3](throw) 1 hit (Throws count as 1 hit)
· [Jump+6] 1 hit (Jump kick at the opponent for 1 hit)
· [HQCB+5] 1 hit (This is Orchid's air juggle, you will need timing)
· [F+6] 2 hits (The Pressure move adds 2 hits!)
· QCB,HCT+6 5 hits (Effective, but at times you will miss it)
This move takes excellent timing, specially for the Air Juggle and for
the last super move, the Gyro Kyaku. This is the reason why I place them
here. Remember though even beginners can pull off air juggles so they
too can perform air combos. That ends our combo lesson... hold on....
there is more.... READ ON!
--=|MASTER COMBOS|=--
Just what the hell can get any more difficult than the combos above? Well
Master Combos takes this section. If you did not know already the combo
gauge in Killer Instinct Gold reaches the 90 HIT margin, so I figure there
must be a way to do these combos! The master combo section will appear
soon. You can bet on it!
You can also do a combination:
Put, the shadows in, add the ultra movement at the end. So, you can create
a nice combo just by simply applying some thought to it and doin'
a little math.
========================================================================
VIII. Character Profiles.
========================================================================
|---------====|FULGORE|====-----------|
Height: 6'5"
Weight: 560lbs
Age: Unknown
Story: The advanced and deadlier successor to the original Fulgore
cyborg destroyed by Jago. Activated after the time jump, its final
Ultratech commands are executed... find Jago and kill him.
=Special Moves=
Cyber Dash: DB,D,DF [MK/FK]
Eye Laser: DF,D,DB [MP/FP]
Laser Storm: D,DF,F [P]
Fake Laser Storm: D,DB,B [QP]
Plasma Slice: F,D,DF [P]
Electro Reflect: D,DB,B [Hold QK]
Air Juggle: F,D,DF [P]
Parry Move: B+[QP]
Pressure Move: B+FP
Combo Braker: F,D,DF [P/K]
Ultra Braker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Recovery Move: F,D,DF [P]
=Super Moves=
Super Plasma Slice: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Cloak: D,DB,B [FK] (repeat to uncloak) Drains Super Bar Block...
Lock-On: B,DB,D,DF,F [QK] -+ 1 Bar Block +-
Triple Laser Storm: D,DB,D,DF,F [QP] (Once Locked On)
Air Eye Laser: DF,D,DB [FP] -+ 1 Bar Block +-
PlasmaPort: B,D,DB [P/K] -+ 1 Bar Block +-
=Super Linkers=
Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: F,D,DF [QP]
Ultra Combo: F,D,DF [QK]
Ultimate Heavy Artillery: (F),B,DB,D,DF,F [MK]
No Mercy Lazer: B,DB,D,DF,F,B [MP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Cyber Dash: DB,D,DF [MK/FK]
2: Eye Laser: DF,D,DB [MP/FP]
CCA: Cyber Dash: DB,D,DF [FK]
=Combo Linkers=
1: Eye Laser: DF,D,DB [MP]
2: Cyber Dash: DB,D,DF [MK]
=Super Linkers=
Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Cyber Dash: DB,D,DF [FK]
2: Eye Laser: DF,D,DB [FP]
3: Laser Storm: D,DF,F [MP]
4: PlasmaSlice: F,D,DF [FP]
5: Hidden: D,DF,F [QP]
Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
--==17 Hit Killer/==--
*Must have 5 enders*
[Eyelaser + MP] -- [QP] -- [FK] -- [MK] -- [Eyelaser + MP] -- [QP] --
[FK] -- [MK] -- [5th Ender] -- [Eyelaser Juggle]
--==16 Hit Killer/==--
*Must have 6 Power Bars*
[Cyber Dash + FK] -- [MK] -- [FK] -- [MP] -- [Eyelaser + MP] -- [QK]
-- [FK] -- [MK] -- [Super Plasma Slice]
--==38 Hit Mini-Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Cyberdash + MK] -- [QP] -- [FK] -- [MP] -- [Super
Cyberdash] -- [MK] -- [FK] -- [MP] -- [Super Cyberdash] -- [MK] --
[FP] -- [MP] -- [Mini Ultra] -- [Eyelaser] -- [Eyelaser] -- [Eyelaser]
-- [Eyelaser] -- [Eyelaser]
--==77 Hit Ultra/==--
*Must have a FULL super power bar, 5 Enders*
[Parry(B+1)] -- [CyberDash + MK] -- [QP] -- [FP] -- [MP] -- [Super
Cyber Dash] -- [MK] -- [FP] -- [MP] -- [Super Cyber Dash] -- [MP]
[FP] -- [MK] -- [Super Electro Reflect] -- [B+FP] -- [Ultra] --
[Ultra Buffer]
--==Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Eyelaser + MP] -- [QP] -- [Eyelaser + MP] -- [QP] -- [Eyelaser + MP]
-- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Plasma Shield |Eye Laser |CyberDash |
---------------------------------------------------------
|Fulgore |Cyber Dash |Eye Laser |
|Kim-Wu |Tornado Kick / Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO* |TJ Tremor |Spinfist /Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
---------------------------------------------------------
* -> Fulgore can counter the Spinfist and Rollercoaster with the
Cyberdash NOT the Eyelaser.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* NOTE * More on Gargos will be added shortly.
|---------====|GARGOS|====-----------|
Height: Unknown
Weight: Unknown
Age: Unknown
Story: ??
=Special Moves=
Flame: D,DF,F [QP]
Fly: U [FP]
Air Fireball: D,DF,F [P]
Shoulder Dash: DF,D,DB [MK/FK]
Jumping Overhead Slam: DB,D,DF [K]
Air Jumping Overhead Slam: DB,D,DF [K]
Laugh: DF,D,DB [FP] -=Reflects fireball attacks=-
Uppercut: F,D,DF [FP]
Air Juggle: D,DF,F [P]
Parry Move: B+[QP]
Throw: F+ [FP]
Throw Reversal: B+ [FP]
Pressure Move: F [FK]
Combo Breaker: D,DF,F [P/K]
Recovery Move: D,DF,F [P]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Jumping Overhead Slam: D,DF,F [FP]
3: Shoulder Dash: D,DB,B [K]
=Combo Enders=
1: F,D,F [FP]
2: F,D,F [FP]
3: F,D,F [FP]
4: F,D,F [FP]
5: B,DB,D,DF,F,B [QK]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|GLACIUS|====-----------|
Height: Variable
Weight: Variable
Age: Unknown
Story: 2 millenia from now a captured relative earns freedom by slaying
a fire being and escaping home. But now in the past, a distress call has
been answered. Glacius must free his stranded kin.
=Special Moves=
Cold Shoulder: D,DF,F,[MP]
Icy Grip: D,DF,F,[QP]
Liquidize: D,DF,F [MK/FK] -=Can be done in the air=-
Energy Gain: D,DF,F hold [QK] -=You gain more the longer you hold=-
Ice Lance: D,DB,F,[FP]
Arctic Blast: D,DB,B,[P]
Air Juggle: D,DF,F [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Parry Move: B [QP]
Pressure Move: F [FK]
Combo Braker: D,DF,F,[P/K]
Ultra Braker: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
Recovery Move: D,DF,F [MK/FK]
=Super Moves=
Arctic Slam: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
Super Arctic Breath: F,DF,D,DB,B,F, [FP] -+ 4 Bar Blocks +-
Reverse Uppercut: F,DF,D,DB,B [FK] -+ 3 Bar Blocks +-
=Super Linker=
Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: D,DB,B [QK]
Ultra Combo: D,DF,F [QK]
Ultimate Ice Spear: F,DF,D,DB,B,F [MK]
No Mercy Killer Breath: D,DB,B [QK]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Icy Grip: D,DF,F [QP]
2: Liquidize: D,DF,F [MK]
3: Cold Shoulder: D,DF,F [MP]
CCA: Liquidize: D,DF,F [MK]
=Linkers=
1: Liquidize: D,DF,F [MK]
2: Cold Shoulder: D,DF,F [MP]
=Super Linker=
Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
=Combo Enders=
1: Icy Grip: D,DF,F,[QP]
2: Liquidize: D,DF,F [FK]
3: Ice Lance: D,DB,F,[FP]
4: Arctic Blast: D,DB,B,[FP]
5: Hidden: D,DF,F [QK]
Ultra Buffer: B,DB,D,DF,F,B, [MP]
--==14 Hit Killer Throw/==--
[Icy Grip + QP] -- [FP] -- [FK] -- [MK] -- [Liquidize + MK] -- [QP] --
[F+FP] -- [Jump+FK] -- [Air Juggle] -- [F+FK] -- [Liquidize + FK]
--==31 Hit Killer/==--
*6 Power Bars, 5 Enders*
[Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
[Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [MK] -- [FP]
-- [MK] -- [5th Ender]
--==32 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Liquidize + MK] -- [QP] -- [FK] -- [MK] -- [Super Cold
Shoulder] -- [QP] -- [FP] -- [MK] -- [Super Liquidize] -- [MK] -- [Mini
Ultra] -- [Liquidize + FP]
--==74 Hit Ultra/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
[Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [QK] -- [FK]
-- [MK] -- [Super Uppercut] -- [F+FK] -- [Super Cold Shoulder] -- [F+FK]
[Ultra] -- [Ultra Buffer]
--==Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Cold Shoulder] -- [QP] -- [D+FP] -- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Liquidize |Icy Grip |Cold Shoulder |
---------------------------------------------------------
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield |Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|JAGO|====-----------|
Height: 5'9"
Weight: 190lbs.
Age: 22 years
Story: After destroying Fulgore a furious Jago is betrayed by his
one-time master the Tiger Spirit. The disguised Demon Lord used him to
escape from the void and now Jago swears vengeance.
=Special Moves=
Laser Blade: DF,D,DB,[FP]
Windkick: DF,D,DB,[K]
Ninja Slide: DB,D,DF,[K]
Endouken: D,DF,F,[P]
Fake Endouken: D,DF,F [QK]
Red Endouken: Hold [FP] D,DF,F Release [FP]
Tiger Fury: F,D,DF [P]
Air Juggle: DF,D,DB [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Counter Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: F,D,DF, [P/K]
Ultra Breaker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Recovery Move: F,D,DF [P]
=Super Moves=
Tiger Trash: D,DB,B,DB,D,DF,F,[FP] -+ 6 Bar Blocks +-
Shadow Move: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
Super Endoduken: F,DF,D,DB,B [QP] -+ 4 Bar Blocks +-
=Super Linkers=
Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: DB,D,DF [QK]
Ultra Combo: DF,D,DB [QK]
Ultimate Laser Sword Stab: F,D,DF [FK]
No Mercy Fireball Scorcher: (F),DF,D,DB,B,F [MP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Wind Kick: DF,D,DB,[K]
2: Slide Kick: DB,D,DF [K]
3: Laser Sword: DF,D,DB [MP/FP]
CCA: Wind Kick: DF,D,DB,[MK]
=Linkers=
1: Laser Sword: DF,D,DB [MP]
2: Slide Kick: DB,D,DF [QK/MK]
3: Wind Kick: DF,D DB [QK/MK]
=Super Linkers=
Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Wind Kick: DF,D,DB,[FK]
2: Laser Sword: DF,D,DB [FP]
3: Tiger Fury: F,D,DF [FP]
4: Endouken: D,DF,F,[FP]
5: Hidden: F,D,DF [MP]
Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
--==16 Hit Killer/==--
*4 Power Bars, 5 Enders*
[Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Tiger Slide + MK] -- [QP] --
[FK] -- [MK] -- [5th Ender] -- [Super Red Fireball]
--==25 Hit Killer Throw/==--
*9 Power Bars*
[Parry(B+1)] -- [Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Super
Windkick] -- [QP] -- [F+FP] -- [Jump+FK] -- [Air Juggle] -- [F+FK] --
[Super Tiger Trash]
--==32 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Super
Windkick] -- [QP] -- [FK] -- [MK] -- [Super Tiger Slide] -- [MK] --
[Mini Ultra] -- [Tiger Slide]
--==74 Hit Ultra/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [Windkick + MK] -- [QP] -- [FP] -- [MP] -- [Super Tiger
Slide] -- [MP] -- [FK] -- [MK] -- [Super Windkick] -- [QP] -- [FP] --
[MK] -- [Super Tiger Slide] -- [F+FK] -- [Super Windkick] -- [F+FK]
[Ultra] -- [Ultra Buffer]
--==Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Windkick + MK] -- [QP] -- [Windkick + MK] -- [QP] -- [Windkick + MK] --
[Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Laser Blade |Ninja Slide |Windkick |
---------------------------------------------------------
|Jago |Windkick |Laser Blade |Ninja Slide |
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|KIM WU|====-----------|
Height: 5'4"
Weight: 130lbs.
Age: 17 years
Story: Descendant of the heroes who banished Eyedol and Gargos, Kim is
appointed her people's guardian. With the return of Gargos, Kim must
fulfill her duty to her homeland and destroy him forever.
=Special Moves=
Tornado Kick: DF,D,DB [K]
Firecracker: DF,D,DB [MP/FP]
Split Kick: DB,D,DF [FK]
Fake Split Kick: DB,D,DF [MK]
Fireflower: D,DF,F [QP]
Air Fire: D,DF,F [P]
Diagonal Air Fireball: D,DB,B [P]
Air Juggle: D,DF,F [P]
Roll: F,F
Throw: F+ [FP]
Reversal: B+ [FP]
Parry Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: F,DF,F [P/K]
Ultra Breaker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Recovery Move: D,F,DF [P]
=Super Moves=
Snap Dragon: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Super Air Fire: D,DF,F,B [MP] -+ 4 Bar Blocks +-
Shadow Move: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
=Super Linkers=
Super Firecracker: DF,D,DB,F [FP] -+ 3 Bar Blocks +-
Multihit Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: DF,D,DB [QK]
Ultra Combo: DB,D,DF [QK]
Ultimate Star: B,DB,D,DF,F,B [QK]
No Mercy Chest Stomp: (B),F,B,DB,D,DF,F [MK]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Firecracker: DF,D,DB [FP]
2: Split Kick: DF,D,DB [FK]
3: Tornado Kick: DF,D DB [K]
CCA: Tornado Kick: DF,D DB [MK]
=Linkers=
1: Firecracker: DF,D,DB [MP/FP]
2: Split Kick: DF,D,DB [FK]
3: Tornado Kick: DF,D,DB [QK/MK]
=Super Linkers=
Super Firecracker: DF,D,DB,F [FP] -+ 3 Bar Blocks +-
Multihit Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Firecracker: DF,D,DB [FP]
2: Tornado Kick: DF,D,DB [FK]
3: Fireflower: D,DF,F,[QP]
4: Split Kick: DF,D,DB [FK]
5: Hidden: DB,D,DF [MK]
Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
--==16 Hit Killer/==--
*5 Enders*
[Firecracker + MP] -- [QK] -- [FK] -- [MK] -- [Firecracker + MP] -- [QP]
[FP] -- [MK] -- [5th Ender]
--==27 Hit Throw Combo/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
-- [FP] -- [MP] -- [Super Fire Cracker] -- [F+FP] -- [Jump + FK] --
[Air Juggle]
--==36 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
-- [Mini Ultra] -- [Split Kick] -- [Split Kick] -- [Split Kick] --
[Split Kick] -- [Split Kick]
--==74 Hit Ultra/==-
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
-- [FK] -- [MK] -- [Super Firecracker] -- [F+FK] -- [Super Tornado Kick]
-- [F+FK] -- [Ultra] -- [Ultra Buffer]
--==Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Tornado Kick + MK] -- [QK] -- [Tornado Kick + MK] -- [QK] -- [Tornado
Kick + MK] -- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Fire Cracker |Split Kick |Tornado Kick |
---------------------------------------------------------
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|MAYA|====-----------|
Height: 5'10"
Weight: 140lbs.
Age: 23 years
Story: Made Queen of Amazonia after her part in banishing the Dark Lord
Gargos. Cast out by her tribe as Gargos returns, Maya must vanquish him
to regain her throne.
=Special Moves=
Mantis: B,F [FP]
Savage Blades: B,F [MP]
Flip Kick: B,F [MK]
Air Mantis: F,B [FP] -=Can be Done after Jungle Leap=-
Jungle Leap: B,F [FK]
Savage Leap: B,F [QK]
Air Jungle Leap: F,B [QK]
Cobra Bite: B,F [QP]
Air Juggle: F,B [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Counter Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: B,F [P/K]
Ultra Breaker: F,DF,D,DB,B,B,F [FK] -+ 6 Bar Blocks +-
Recovery Move: B,F [QP]
=Super Moves=
Super Jungle Leap: F,DF,D,DB,B,F,[FK] -+ 6 Bar Blocks +-
Shadow Move: F,DF,D,DB,B,F [FP] -+ 3 Bar Blocks +-
=Super Linkers=
Super Flip Kicks: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
Super Savage Blades: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: F,B [FP]
Ultra Combo: F,B [FK]
Ultimate Elephant: F,DF,D,DB,B,F [QK]
No Mercy Shrinker: B,DB,D,DF,F,B [QP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Savage Blade: B,F [MP]
2: Mantis: B,F [FP]
3: Air Mantis: F,B [FP]
4: Flip Kicks: B,F [MK]
5: Jungle Leap: B,F [FK]
6: Savage Leap: B,F [QK]
CCA: Savage Blade: B,F [MP]
=Linkers=
1: Savage Blade: B,F [MP]
2: Flip Kicks: B,F [MK]
=Super Linkers=
Super Flip Kicks: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
Super Savage Blades: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
=Combo Enders=
1: Cobra Bite: B,F [QP]
2: Mantis: B,F [FP]
3: Jungle Leap: B,F [FK]
4: Savage Leap: B,F [QK]
5: Hidden: F,B [QP]
Ultra Buffer: F,DF,D,DB,B,F [FK]
--==15 Hit Killer/==--
*5 Enders*
[Mantis + FP] -- [MK] -- [FP] -- [MK] -- [Flip Kick + MK] -- [QP] --
[FK] -- [MK] -- [5th Ender]
--==31 Hit Throw Combo/==--
*Must have FULL Power Bar*
[Parry(B+1)] -- [Savage Blades] -- [QK] -- [FK] -- [MP] -- [Super
[Savage Blades] -- [QP] -- [FP] -- [MK] -- [Super Flip Kick] -- [QK]
-- [F+FP] -- [Jumpkick + FK] -- [Air Juggle + MK] -- [Super Jungle
Leap]
--==32 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Savage Blades + MP] -- [QK] -- [FK] -- [MP] -- [Super
Savage Blades] -- [QP] -- [FP] -- [MK] -- [Super Flip Kick] -- [QK] --
[Mini Ultra] -- [Savage Leap]
--==74 Ultra Combo/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [Savage Blades + MP] -- [QK] -- [FK] -- [FP] -- [Super
Savage Blades] -- [QP] -- [FK] -- [MK] -- [Super Flip Kick] -- [QK]
-- [FP] -- [MP] -- [Super Savage Blades] -- [F+FK] -- [Super Flip Kick]
[F+FK] -- [Ultra] -- [Ultra Buffer]
--==Air Ultra/==--
*Ultra Motions MUST be done fast!*
[Savage Blades] -- [QP] -- [Savage Blades] -- [QP] -- [Savage Blades]
-- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Savage Blades |Mantis |Flip Kick |
---------------------------------------------------------
|Maya |Flip Kick |Savage Blades |Mantis |
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|ORCHID|====-----------|
Height: 5'7"
Weight: 125 lbs.
Age: 24 years
Story: Eyedol's death by Orchid's hand freed massive energies, ripping
Ultratech back in time. Now 2000 years in the past, Orchid must face a
new challenge, and an even greater foe.
=Special Moves=
Flik Flak: DF,D,DB,[K]
Ichi: DF,D,DB,[MP]
Tiger Slide: DB,D,DF [K]
Tonfa Fire: D,DF,F,[P]
Fake Tonfa Fire: D,DF,F [QK]
San: DF,D,DB [FP]
Airbuster: F,D,DF,[K]
Air Juggle: DF,D,DB [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Counter Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: F,D,DF,[P/K]
Ultra Breaker: D,DB,B,DB,D,DF,F [FK] -+ 6 Bar Blocks +-
Recovery Move: F,DF,F [K]
=Super Moves=
Gyro Kyaku: D,DB,B,DB,D,DF,F [FK] -+6 Bar Blocks +-
Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
=Super Linkers=
Super Ichi: DB,D,DF,B [FP] -+ 3 Bar Blocks +-
Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: DB,D,DF [FP]
Ultra Combo: DF,D,DB [QP]
Ultimate Fire Cat: F,DF,D,DB,B,F [FP]
No Mercy Scorcher: B,D,DB [MK]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Flik Flak: DF,D,DB [K]
2: Slide: D,DF,F, [K]
3: San: D,DB,B [MP]
CCA: San: D,DB,B [MP]
=Linkers=
1: Flik Flak: DF,D,DB [QK/MK]
2: Slide: D,DF,F [MK]
3: San: D,DB,B [MP]
=Super Linkers=
Super Ichi: DB,D,DF,B [FP] -+ 3 Bar Blocks +-
Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Airbuster: F,D,DF [FK]
2: Flik Flak: DF,D,DB [FK]
3: San: D,DB,B [FP]
4: Slide: D,DF,F, [QK]
5: Hidden: D,DF,F [QP]
Ultra Buffer: D,DB,B,DB,D,DF,F [FK]
--==16 Hit Killer/==--
*5 Enders*
[Tiger Slide + MK] -- [QP] -- [FP] -- [MP] -- [Flip Kick + MK] -- [QP]
-- [FP] -- [MK] -- [5th Ender] -- [Tiger Slide]
--==30 Hit Killer Throw/==--
*Full Power Bar*
[Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MP] -- [Super Tiger] --
[QK] -- [FP] -- [MK] -- [Super Tiger] -- [QK] -- [F+FP] -- [Jump+FK] --
[Air Juggle] -- [F+FK] -- [Gyro Kyaku]
--==32 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MK] -- [Super Tiger] --
[QK] -- [FP] -- [MK] -- [Super San] -- [MP] -- [Mini Ultra] -- [Tiger
Slide]
--==74 Hit Ultra/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MP] -- [Super San] --
[MK] -- [FK] - [MK] -- [Super Tiger] -- [QP] -- [FK] -- [MK] --
[Super San] -- [F+FK] -- [Super Tiger] -- [F+FK] -- [Ultra] -- [Ultra
Buffer]
--==Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Flik Flak + FK] -- [MK] -- [Flik Flak + MK] -- [Flik Flak + FK] --
[Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |San |Tiger Slide |Flip Flak |
---------------------------------------------------------
|B. Orchid |Flik Flak |San |Tiger Slide |
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|Jago |Windkick |Laser Blade |Ninja Slide |
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|SABREWULF|====-----------|
Height: 5'11"
Weight: 400lbs.
Age: 46 years
Story: Unwilling to succumb to the beast within him, Sabrewulf was badly
beaten in the KI tournament. Captured by Ultratech, he is driven berserk
by their "repairs" and now has only revenge to live for.
=Special Moves=
Sabre Wheel: B,F [MP]
Double Sabre Wheel: F,F,B [MP]
Sabre Spin: B,F [MK]
Reverse Sabre Spin: F,B [MK]
Sabre Pounce: B,F [FP]
Sabre Flip: B,F [FK]
Sabre Howl: B,F [QP] -=Replenishes Power Meter=-
Fake Howl: B,F [QK]
Sabre-Hop: F,F or B,B
Air Juggle: F,B [P]
Parry Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: B,F [P/K]
Ultra Breaker: F,DF,D,DB,B,F [FK] -+ 6 Bar Blocks +-
Recovery Move: B,F [FK]
=Super Moves=
Super Sabre Flip: F,DF,D,DB,B,F [FK] -+ 6 Bar Blocks +-
Sabre Fireball: F,DF,D,DB,B,F [FP] -+ 4 Bar Blocks +-
Air Ground Spark: F,DF,D,DB,B [FP] -+ 4 Bar Blocks +- *AUTO DIZZY*
=Super Linkers=
Super Sabre Wheel: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
Super Sabre Spin: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: F,B [QK]
Ultra Combo: B,F [QK]
Ultimate Electrocution: Hold [FK] Release [FK]
No Mercy Bat Attack: Hold [QP] Release [QP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/COMBOS/
------
=Combo Starters=
1: Sabre Wheel: B,F [MP]
2: Sabre Spin: B,F [MK]
3: Sabre Pounce: B,F [FP]
CCA: Sabre Spin: (B),F [MK]
=Linkers=
1: Sabre Wheel: B,F [MP]
2: Reverse Sabre Spin: F,B [MK]
=Super Linkers=
Super Sabre Wheel: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
Super Sabre Spin: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Sabre Spin: B,F [MK]
2: Sabre Flip: B,F [FK]
3: Sabre Pounce: B,F [FP]
4: Sabre Howl: B,F [QP]
5: Hidden: B,F [QK]
Ultra Buffer: F,DF,D,DB,B,F [FK]
--==20 Hit Killer/==--
*5 Enders*
[DoubleSabre Wheel + MP] -- [QP] -- [FK] -- [MK] -- [Sabre Wheel + MP]
-- [QP] -- [FK] -- [MK] -- [5th Ender] -- [Sabre Pounce]
--==30 Hit Killer/==--
*Must have Full Power Bar*
[Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] -- [MP] -- [Super Sabre-
Wheel] -- [QK] -- [FK] -- [MP] -- [Super Sabre Wheel] -- [QK] --
[FK] -- [MK] -- [Super Sabre Flip]
--==36 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] --[MP] -- [Super Sabre-
Wheel] -- [QK] -- [FP] -- [MP] -- [Super SabreSpin] -- [QP] -- [Mini
Ultra] -- [SabrePounce] -- [SabrePounce] -- [SabrePounce] -- [Sabre
Pounce] -- [SabrePounce]
--=74 Hit Ultra/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] -- [MP] -- [Super Sabre-
Wheel] -- [QK] -- [FP] -- [MP] -- [Super SabreSpin] -- [QK] -- [FP]
|