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    FAQ/Move List by MilesHardison

    Version: 1.6 | Updated: 02/04/08 | Printable Version | Search Guide | Bookmark Guide

    
    
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                 The Definitive Guide to Killer Instinct [Arcade 1.5d]
    
                                      Version 1.6
    
    
                              Authored by: Miles Hardison
    
                                 kinst.miles@gmail.com
    
    
                             Last Updated: February 4, 2008
    
    ================================================================================
    ====================                                       =====================
    = 1A ===============   T A B L E   O F   C O N T E N T S   =====================
    ====================                                       =====================
    ================================================================================
    
      1A  TABLE OF CONTENTS
    
      2A  GAME CONCEPTS
    
      3A  GUIDE CONVENTIONS
    
      3B  - Notation
      3C  - Formatting
      3D  - Examples
    
      4A  CHARACTERS
    
      4B  - Cinder
      4C  - Combo
      4D  - Eyedol
      4E  - Fulgore
      4F  - Glacius
      4G  - Jago
      4H  - Orchid
      4I  - Riptor
      4J  - Sabrewulf
      4K  - Spinal
      4L  - Thunder
    
      5A  SECRETS
    
      6A  GLITCHES
    
      6B  - 1.4
      6C  - 1.5d
    
      7A  CREDITS
    
    ================================================================================
    ========================                               =========================
    = 2A ===================   G A M E   C O N C E P T S   =========================
    ========================                               =========================
    ================================================================================
    
    SPECIAL MOVE:
    
      Special moves are combat techniques which are used for a variety of offensive
      and defensive purposes. Many special moves are in the form of attacks and most
      will cause a small amount of damage to opponents even when blocked.
    
    
    COMBO:
    
      A combo is a series of attacks which are unblockable after the first hit. 
      Combos consisting of three or more hits have names associated with them. The
      names are as follows:
    
                   Three Hits: Triple            Eight Hits: Awesome
                    Four Hits: Super              Nine Hits: Blaster
                    Five Hits: Hyper               Ten Hits: Monster
                     Six Hits: Brutal           Eleven Hits: King
                   Seven Hits: Master          Twelve+ Hits: Killer
    
    
    COMBO STARTER:
    
      A combo starter is any attack which can be used to start combos on grounded
      opponents. All combo starters listed in this guide also have at least one
      auto-linker which can link from them.
    
    
    LINKER:
    
      A linker is a multi-hit attack which can only be used during a combo, anytime
      after either the second or third hit, and which has at least one auto-linker
      that can link from it. Every character has one linker except Cinder, who has
      two, and Eyedol, who has none.
    
    
    AUTO-LINKER:
    
      Auto-linkers are multi-hit attacks which can only be used during combos after
      certain linkers or combo starters. Every character has six auto-linkers, each
      of which requiring a different button input.
    
    
    COMBO ENDER:
    
      A combo ender is a single or multi-hit attack used during a combo to knock the
      opponent down and end the combo. Most combo enders are usable anytime after
      the second hit in a combo, although some are only usable after the third hit.
      Many combo enders also launch opponents high into the air making it possible
      to use juggle moves for additional hits.
    
      If you perform combo enders using button releases rather than button presses,
      the attack sequences will be faster and harder to interrupt. Also, if you are
      powered up while doing these, your characters will leave behind shadow trails.
    
      Most special moves that knock down opponents can be used as single-hit combo
      enders. However, single-hit combo enders are omitted from the combo ender
      sections in this guide unless they launch.
    
    
    JUGGLE:
    
      A juggle is an attack which is only usable after combo enders, before
      opponents hit the ground, which adds one or more hits to the combos. Not all
      combo enders allow time for a juggle to be used, however.
    
    
    MIDAIR COMBO:
    
      A midair combo is a two-hit combo which can only be done while both players
      are in midair. The combo consists of a jumping attack that hits while your
      opponent is also jumping, followed by a special midair attack before they hit
      the ground. All characters except Eyedol have a midair combo.
    
    
    COMBO BREAKER:
    
      Combo breakers are attacks that interrupt your opponent's combos and power up
      your character. They can be used to interrupt linkers, auto-linkers, combo
      enders, and any moves consisting of at least three hits. Combo enders composed
      of only one hit cannot be interrupted.
    
      Successfully breaking an opponent's combo can be difficult. This is because
      combo breakers can only be used between or at the same time as certain hits in
      a combo. Furthermore, the button used to perform the combo breaker changes
      depending on the combo move your opponent uses. 
    
      As a general rule, combo breakers using a quick attack will break combos moves
      using a medium attack, combo breakers using a medium attack will break combo
      moves using a fierce attack, and combo breakers using a fierce attack will
      break combo moves using a quick attack. However, there are some combo moves
      which break this rule.
    
    
    FINISHING MOVE:
    
      A finishing move is used to end a fight with an impressive display and usually
      involves brutally killing the other character. There are several kinds of
      finishing moves including standard or stage fatalities, humiliations, ultras,
      and ultimates. All of these except ultras and ultimates are only usable when
      opponents are out of life on their second life bars.
    
    
    HUMILIATION:
    
      A humiliation is a finishing move which, instead of killing your opponent,
      humiliates them by forcing them to dance to disco music. Humiliations are only
      usable when opponents are out of life on their second life bar and you still
      have life remaining on your first.
    
    
    ULTRA:
    
      An ultra is a finishing move which can only be used during combos, anytime
      after the second hit, when your opponent's second life bar is below twenty-
      five percent. Ultras add eighteen additional hits to your combos, depleting
      any remaining life.
    
    
    ULTIMATE:
    
      Similar to an ultra, an ultimate is a finishing move which is only usable
      during combos, anytime after the second hit, when your opponent's second life
      bar is below twenty-five percent. An ultimate adds a fatal finishing move to
      your combo.
    
    ================================================================================
    ====================                                       =====================
    = 3A ===============   G U I D E   C O N V E N T I O N S   =====================
    ====================                                       =====================
    ================================================================================
    
      In order to provide detailed information about the gameplay mechanics, this
      guide uses a fairly lengthy notation system. The guide, therefore, looks quite
      different from other guides and will probably take some time to decipher,
      especially if you are not already familiar with the game. Please take time to
      read over this section if you don't want to be overly confused.
    
    --------------------------------------------------------------------------------
      3B  -  N O T A T I O N
    --------------------------------------------------------------------------------
    
    DIRECTIONAL INPUT:
    
      Tapping joystick directions:
    
        f = Forward     uf = Up-forward
        b = Back        ub = Up-back
        u = Up          df = Down-forward
        d = Down        db = Down-back
    
      Holding joystick directions (at least 1 second):
    
        F  = Hold forward (UF/DF can usually be used in place of F)
        B  = Hold back (UB/DB can usually be used in place of B)
        DB = Hold down-back
    
      Rolling the joystick:
    
        QC = Quarter-circle     HC = Half-circle
    
        QCf = d,df,f     QCdf = db,d,df     HCf = b,db,d,df,f
        QCb = d,db,b     QCdb = df,d,db     HCb = f,df,d,db,b
    
    ................................................................................
    
    BUTTON INPUT:
    
      Tapping buttons:
    
        S = Start
        1 = Quick, 2 = Medium, 3 = Fierce (high attacks)
        4 = Quick, 5 = Medium, 6 = Fierce (low attacks)
    
      Holding buttons:
    
        # = Hold the button listed after "#"
    
      Releasing buttons:
    
        : = Release the button listed after ":"
    
    ................................................................................
    
    INPUT SEQUENCES:
    
      Input ordering:
    
        / = The inputs before and after "/" are interchangeable
        , = The input after "," is done after doing the input before it
        ~ = The input after "~" is done immediately after doing the input before it
        + = The input after "+" is done while still doing the input before it
    
      Input grouping:
    
        ( ) = Groups together input sequences
    
      Input modifiers:
    
        [ ] = Specifies a minimum hold duration or power level requirement
    
      Input conditions:
    
        WC = While your opponent is crouching
        WJ = While you are jumping
        WP = While you are powered up
        WS = While you are standing up after having been knocked down
    
    ................................................................................
    
    MOVE DESCRIPTIONS:
    
      Move transitions:
    
        1: = Indicates that other moves can transition to this move
    
      Move types:
    
        [A] = This is a type "A" move
        [B] = This is a type "B" move
    
      Move immunities:
    
        [!A]  = This move is immune to type "A" moves
        [!B]  = This move is immune to type "B" moves
        [!AB] = This move is immune to both type "A" and "B" moves
    
    --------------------------------------------------------------------------------
      3C  -  F O R M A T T I N G
    --------------------------------------------------------------------------------
    
    CHARACTER SECTIONS:
    
      Each character has their techniques divided into two sections. The top section
      details special moves and finishing moves, and the bottom section details
      combo-related moves.
    
    
    MOVE LAYOUT:
    
      Moves are listed using a three-column layout. The left column describes the
      move, the middle column lists the input needed to do the move, and the right
      column lists additional information about the move.
    
      Left column:
    
        The left column provides a descriptive name for a move or simply lists the
        number of hits. In the combo section, the left column may also include an
        uppercase letter to use as a reference for other moves. If the left column
        is blank in a row, this usually means that the move is visually identical to
        the closest named move above it.
    
      Middle column:
    
        The middle column lists the input sequence needed to perform a move. If the
        middle column is indented, this means that the move can only be done after
        inputting another move, but before the other move finishes its animation.
        An indented move can be done after the first non-indented move above it and
        any consecutive non-indented moves, as long as they share the same name.
    
      Right column:
    
        The right column provides more information about a move such as its special
        properties, requirements, restrictions, or distinguishing characteristics.
        Any information listed in the right column only relates to the row it
        appears in.
    
    --------------------------------------------------------------------------------
      3D  -  E X A M P L E S
    --------------------------------------------------------------------------------
    
      Overhead Attack  WC+(b/db+3)
    
        To do an overhead attack, while your opponent is crouching, press back or 
        down-back and, while still holding back or down-back and your opponent is 
        still crouching, press fierce high attack. The main use for overhead attacks
        is to hit opponents using crouching block.
    
    ................................................................................
    
      Shield Block  b+#1  Blocks Most Special Moves, +1 Skull For Each
    
        To do Spinal's shield block simply hold quick high attack while pressing 
        back. Spinal will raise his shield until he is hit or until you stop holding
        quick high attack. The shield will block most special moves and, for each
        one blocked, Spinal gains one orbiting skull.
    
    ................................................................................
    
      Air Torpedo  WJ+(f,f,3/:3)  Long Range
                     b+3            Transition To 1:
                   WJ+(f,f,1/:1)  1: Short Range, Moves Downward
                   WJ+(f,f,2/:2)  Medium Range, Moves Downward
    
        There are three types of air torpedoes that Cinder can do. The first type 
        travels long range and can be done by jumping in the air then tapping 
        forward twice and, while still in midair, pressing or releasing fierce high 
        attack.
        
        The second type travels short range and moves downward. It is done by 
        jumping in the air then tapping forward twice and, while still in midair, 
        pressing or releasing quick high attack.
    
        The third type travels medium range and also moves downward. It is done by 
        jumping in the air then tapping forward twice and, while still in midair, 
        pressing or releasing medium high attack.
    
        While the long range air torpedo is flying through the air, if you press 
        fierce high attack while pressing back it will immediately become the short 
        range air torpedo. It inherits all properties of his regular short range air
        torpedo including the ability to start combos.
    
    ................................................................................
    
      Dash Punch  b/db,f+:3       Knockdown
                  B,f+3           Knockdown
                  B[2],f+3/:3
                    f,b+3           Cancels Dash
                    f,b+2           [!A] Rolling Punch, Single Roll
                    f,b+1           Transition To 1:
                    f,b+6           Transition To 3:
                  WP+(b/db,f+:3)  [!AB] Fast, Knockdown, Shadow, -1 Power
    
        There are four types of dash punches that Combo can do. The first type is 
        done by tapping back or down-back, then pressing forward and, while still 
        holding forward, releasing fierce high attack. This type will knock the 
        opponent down if it hits.
    
        The second type is done by holding back, up-back, or down-back for 
        at least one second, then pressing forward and, while still holding forward,
        pressing fierce high attack. The second type also knocks the opponent down
        if it hits.
    
        To do the third type you must hold back, up-back, or down-back for at least
        two seconds, then press forward, and while still holding forward, press or 
        release fierce high attack. This type will not knock the opponent down if it
        hits.
    
        The fourth type requires that you are powered up to at least level one. Once
        you are, tap back or down-back, then press forward and, while still holding 
        forward, release fierce high attack. This type is completely immune to "A" 
        or "B" moves and will pass right through them. It also travels much faster 
        than the other types, knocks the opponent down if it hits, leaves a shadow 
        trail, and using it will reduce your power level by one.
    
        There are several transitions that can be done while Combo is dashing 
        forward during the first three types. The transitions do not work while 
        dashing forward during the fourth type. 
    
        While Combo is dashing, if you tap forward, then back, and, while still 
        holding back, press fierce high attack, he will stop dashing.
    
        While Combo is dashing, if you tap forward, then back, and, while still 
        holding back, press medium high attack, he will do his single roll rolling 
        punch which is immune to "A" moves. However, this rolling punch is not 
        identical to his regular rolling punch because it cannot be used to start 
        combos.
    
        While Combo is dashing, if you tap forward, then back, and, while still 
        holding back, press quick high attack, he will do his double fist designated
        by the "2:". It inherits all properties of his regular double fist including
        the ability to start combos.
    
        Finally, while Combo is dashing, if you tap forward, then back, and, while 
        still holding back, press fierce low attack, he will do his flying knee 
        designated by the "3:". Again, it inherits all of the regular properties
        including the ability to start combos.
    
    ================================================================================
    ===========================                         ============================
    = 4A ======================   C H A R A C T E R S   ============================
    ===========================                         ============================
    ================================================================================
    
    UNIVERSAL MOVES:
    
      Standing Block   B            Blocks Mid Or High Attacks
      Crouching Block  DB           Blocks Mid Or Low Attacks
      Overhead Attack  WC+(b/db+3)
      Overhead Fake    WC+(b/db+2)
    
    --------------------------------------------------------------------------------
      4B  -  C I N D E R
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep        d/df/db+6          [!AB] Knockdown
      Fist Flare       b,b,1/:1           [B]
      Flamethrower     (f,f,)/(B,f+)4     [A] Short Range
                       (f,f,)/(B,f+):4    [A] Short Range, Fast
                       (f,f,)/(B,f+)5/:5  [B] Medium Range
                       (f,f,)/(B,f+)6/:6  [A] Long Range
      Flame Torpedo    (f,f,)/(B,f+)1/:1  Short Range
                       (f,f,)/(B,f+)2/:2  Medium Range
                       f,f,3/:3           No Range Limit, Knockdown
                       B,f+3/:3           No Range Limit
      Air Torpedo      WJ+(f,f,3/:3)      Long Range
                         b+3                Transition To 1:
                       WJ+(f,f,1/:1)      1: Short Range, Moves Downward
                       WJ+(f,f,2/:2)      Medium Range, Moves Downward
      Flip Kick        f,d,df+4/:4        [!AB] Knockdown, Low-Rise
                       f,d,df+5/:5        [!AB] Knockdown, Mid-Rise
                       f,d,df+6/:6        [!AB] Knockdown, High-Rise
                       WS+(f,d,df+4)      [!AB] Knockdown, Low-Rise
                       WS+(f,d,df+5)      [!AB] Knockdown, Mid-Rise
                       WS+(f,d,df+6)      [!AB] Knockdown, High-Rise
                       WS+(b,d,db+4)      [!AB] Knockdown, Low-Rise
                       WS+(b,d,db+5)      [!AB] Knockdown, Mid-Rise
                       WS+(b,d,db+6)      [!AB] Knockdown, High-Rise
      Shadowform       HCb+:1/2/:2        [!AB] Ends Invisibility, Ends If Hit
                         HCb+:1/2/:2        Ends Shadowform
      Invisibility     HCb+3/:3           Ends Shadowform, Ends If Hit
                         HCb+3/:3           Ends Invisibility
      Invis. Teleport  WP+HCb+1           Teleports To Opponent, -1 Power
                       WP+HCb+:1          Teleports Behind Opponent, -1 Power
      Combo Breaker    f,d,df+4/5/6       Flip Kick, Power=3
    
    
    FINISHING MOVES:
    
      Lava Pool     b,b,b,2   Stand 1-2 Player Lengths Away
      Flamethrower  HCf,4     Stand 1 Player Length Away
      Humiliation   b,b,b,6   Stand 0-2 Player Lengths Away
      Ultimate      HCb,5/:5  Flamethrower
      Ultra         B,f+3/:3
                    f,f+3/:3
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  b,b,1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  WJ+(f,f,1/:1)
      E:  1-Hit  WJ+2
      F:  1-Hit  WJ+(f,f,2/:2)
      G:  1-Hit  WJ+5
      H:  1-Hit  WJ+3
      I:  1-Hit  WC+(b/db+3)
      J:  1-Hit  B,f+3/:3
      K:  1-Hit  WJ+6
      L:  2-Hit  (f,f,)/(B,f+)2/:2
    
    
    LINKERS:
    
      M:  2-Hit  F,b+1/:1  Usable After Two Hits
      N:  2-Hit  f,f,1/:1  Usable After Three Hits, Break Any Hit With Any Button
                 B,f+1/:1  Usable After Three Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  4          Links From A/D/F/I/J/M, Break 1st Hit With 3/6
      2-Hit  5          Links From H/L/N, Break Any Hit With 1/4
      2-Hit  d/df/db+6  Links From E, Break Any Hit With 2/5
      2-Hit  3          Links From B/G/J/M/N, Break Any Hit With 2/5
      3-Hit  1          Links From C/I/L/N, Break Any Hit With 3/6
      3-Hit  2          Links From D/F/K/M/N, Break Any Hit With 1/4
    
    
    COMBO ENDERS:
    
      3-Hit  Launches  f,d,df+5/:5  Usable After Two Hits, Break 1st Hit With 1/4
      4-Hit  Launches  B,f+2/:2     Usable After Three Hits, Break 1st Hit With 2/5
                       f,f,2/:2     Usable After Three Hits, Break 1st Hit With 2/5
      4-Hit  Launches  f,d,df+4/:4  Usable After Three Hits
      4-Hit  Launches  f,d,df+6/:6  Usable After Two Hits, Break 1st Hit With 2/5
    
    
    OTHER MOVES:
    
      1-Hit Juggle  f,f,3       Flame Torpedo
      3-Hit Juggle  WP+(f,f,3)  Triple Flame Torpedo
      Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                      ~(f,b+6)    Flame Torpedo
                    WJ+2/5      Must Hit Opponent In Midair
                      ~(f,b+4)    Flame Torpedo
                    WJ+3/6      Must Hit Opponent In Midair
                      ~(f,b+5)    Flame Torpedo
    
    --------------------------------------------------------------------------------
      4C  -  C O M B O
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Windup Punch   #3[2],:3        Windup Cancels After 2.5 Seconds
                       3               Punches, Knockdown
      Backfist       B,f+1/:1        [!B]
      Double Fist    F,b+1/:1        1: [!B]
      Rolling Punch  B,f+2/:2        [!A] Single Roll
                     B[2],f+2/:2     [!A] Double Roll
                       f,b+5           Transition To 2:
      Dash Punch     b/db,f+:3       Knockdown
                     B,f+3           Knockdown
                     B[2],f+3/:3
                       f,b+3           Cancels Dash
                       f,b+2           [!A] Rolling Punch, Single Roll
                       f,b+1           Transition To 1:
                       f,b+6           Transition To 3:
                     WP+(b/db,f+:3)  [!AB] Fast, Knockdown, Shadow, -1 Power
      Rising Knee    B,f+5/:5        2: Knockdown
                     WS+(f,b+4/5/6)  [!AB] Knockdown
                     WS+(b,f+4/5/6)  [!AB] Knockdown
      Flying Knee    B,f+4/:4
                     B,f+6/:6        3: [!B]
      Combo Breaker  b,f+4/5/6       Rising Knee, Power=3
    
    
    FINISHING MOVES:
    
      Neck Break    b,f,f,2   Stand 0 Player Lengths Away
      Screen Smash  QCf+6     Stand 0 Player Lengths Away
      Humiliation   d,d,1     Stand Anywhere
      Ultimate      HCb,5/:5
      Ultra         F,b+3/:3
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  B,f+1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  B,f+4/:4
      E:  1-Hit  WJ+2
      F:  1-Hit  WJ+5
      G:  1-Hit  WJ+3
      H:  1-Hit  WC+(b/db+3)
      I:  1-Hit  B[2],f+3/:3
      J:  1-Hit  WJ+6
      K:  1-Hit  B,f+6/:6
      L:  2-Hit  F,b+1/:1
      M:  2-Hit  B,f+2/:2
      N:  3-Hit  B[2],f+2/:2  Break 3rd Hit With 1/4
    
    
    LINKERS:
    
      O:  2-Hit  F,b+1/:1  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  4  Links From A/H/I/L/M/N, Break 1st Hit With 3/6
      2-Hit  2  Links From B/J, Break Any Hit With 2/5
      2-Hit  3  Links From E, Break Any Hit With 2/5
      3-Hit  1  Links From B/C/D/K/O, Break 1st/2nd Hit With 3/6
      3-Hit  5  Links From D/G/H/I/K/L/O, Break Any Hit With 1/4
      3-Hit  6  Links From E/F/H/M/N/O, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      1-Hit  Launches  B,f+5/:5   Usable After One Hit
      1-Hit  Launches  d/df/db+3  Usable After Two Hits
      3-Hit  Launches  B,f+2/:2   Usable After Two Hits, Break 1st Hit With 1/4
      3-Hit  Launches  B,f+6/:6   Usable After Two Hits, Break 1st Hit With 2/5
      4-Hit  Ends      B,f+3/:3   Usable After Three Hits
      4-Hit  Launches  B,f+1/:1   Usable After Two Hits, Break 1st Hit With 3/6
    
    
    OTHER MOVES:
    
      1-Hit Juggle  b/db,f+3/:3    Dash Punch
      3-Hit Juggle  WP+(b/db,f+3)  Triple Dash Punch
      Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                      ~(f,b+6)       Flying Knee
                    WJ+2/5         Must Hit Opponent In Midair
                      ~(f,b+4)       Flying Knee
                    WJ+3/6         Must Hit Opponent In Midair
                      ~(f,b+5)       Flying Knee
    
    --------------------------------------------------------------------------------
      4D  -  E Y E D O L
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leaping Slam   uf/(b,f+4/:4)  1: [!AB] Leaps Forward
                     u/(b,f+5/:5)   [!AB] Leaps Up
                     ub/(b,f+6)     [!AB] Leaps Back
      Horn Charge    b,f+1/:1       2:
                       f,b+1          Cancels Horn Charge
                       f,b+3          [!AB] Mace Swing, Knockdown
                       f,b+4          Transition To 1:
      Stomp          b+2
                       2              Cancels Stomp
                       b,f+1/:1       Fast, Transition to 2:
                       QCf+3          [B] Triple Fireball, Knockdown
      Mace Swing     b,f+3/:3       Knockdown, Reflects Missiles
      Fireball       QCf+1          [B] Slow
                     QCf+2          [B] Medium
                     QCf+3          [B] Fast
      Combo Breaker  b,f+1/2/3      Mace Swing
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  b,f+1/:1
      B:  1-Hit  d+1/4
      C:  1-Hit  uf/(b,f+4/:4)
      D:  1-Hit  d+2/5
      E:  1-Hit  d+3/6
    
    
    AUTO-LINKERS:
    
      2-Hit  1  Links From C/D, Break Any Hit With 3/6
      2-Hit  4  Links From D, Break Any Hit With 3/6
      3-Hit  2  Links From E, Break Any Hit With 1/4
      3-Hit  5  Links From A/E, Break Any Hit With 1/4
      3-Hit  3  Links From A/B, Break Any Hit With 2/5
      3-Hit  6  Links From B/C, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      1-Hit  Launches  b,f+3/:3  Usable After Two Hits
      4-Hit  Launches  B,f+3/:3  Usable After Three Hits
    
    
    OTHER MOVES:
    
      1-Hit Juggle  b,f+1/:1  Horn Charge
    
    --------------------------------------------------------------------------------
      4E  -  F U L G O R E
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep      d/df/db+6       [!AB] Knockdown
      Energy Bolt    QCf+1/:1        [A] Medium
                     QCf+2/:2        [A] Fast
                     QCf+3/:3        [A] Faster
      Double Bolt    b,b,HCf+1       [A] Medium
      Triple Bolt    f,b,b,HCf+1     [A] Medium
      Rising Blade   f,d,df+1/:1     [!AB] Knockdown, Low-Rise
                     f,d,df+2/:2     [!AB] Knockdown, Mid-Rise
                     f,d,df+3/:3     [!AB] Knockdown, High-Rise
                     WP+(f,d,df+:3)  [!AB] Knockdown, Long Range, Shadow, -1 Power
                     WS+(f,d,df+1)   [!AB] Knockdown, Low-Rise
                     WS+(f,d,df+2)   [!AB] Knockdown, Mid-Rise
                     WS+(f,d,df+3)   [!AB] Knockdown, High-Rise
                     WS+(b,d,db+1)   [!AB] Knockdown, Low-Rise
                     WS+(b,d,db+2)   [!AB] Knockdown, Mid-Rise
                     WS+(b,d,db+3)   [!AB] Knockdown, High-Rise
      Reflect        QCb+#1          Reflects Missiles At Slower Speed
                     QCb+#2          Reflects Missiles At Same Speed
                     QCb+#3          Reflects Missiles At Faster Speed
      Blade Dash     B,f+4/:4        Short Range
                       f,d,df+1        [!AB] Rising Blade, Very Short Range
                     B,f+5/:5        Medium Range
                       f,d,df+1        [!AB] Rising Blade, Short Range
                     B,f+6/:6        Long Range
                       f,d,df+1        [!AB] Rising Blade, Medium Range
                     WP+(B,f+:6)     Longer Range, Shadow
                       f,d,df+1        [!AB] Rising Blade, Medium Range, Shadow
      Eye Spark      QCdb+6/:6       [B]
      Teleport       b,d,db+1        Teleports Close To Opponent
                     b,d,db+2        Teleports Closer To Opponent
                     b,d,db+3        Teleports Closest To Opponent
                     b,d,db+4        Teleports Close Behind Opponent
                     b,d,db+5        Teleports Closer Behind Opponent
                     b,d,db+6        Teleports Closest Behind Opponent
      Combo Breaker  f,d,df+1/2/3    Rising Blade, Power=3
    
    
    FINISHING MOVES:
    
      Eye Laser    QCb+3        Stand 1 Player Length Away
      Machine Gun  QCf+6        Stand 1-2 Player Lengths Away
      Humiliation  HCf,5        Stand Anywhere
      Ultimate     QCdb+2/:2    Machine Gun
      Ultra        f,d,df+1/:1	
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  WJ+4
      C:  1-Hit  B,f+4/:4
      D:  1-Hit  WJ+2
      E:  1-Hit  WJ+5
      F:  1-Hit  B,f+5/:5
      G:  1-Hit  WJ+3
      H:  1-Hit  WC+(b/db+3)
      I:  1-Hit  WJ+6
      J:  1-Hit  B,f+6/:6
      K:  1-Hit  QCdb+6/:6
    
    
    LINKERS:
    
      L:  2-Hit  QCdb+6/:6  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  4  Links From A/H, Break Any Hit With 3/6
      2-Hit  5  Links From G/J/K/L, Break Any Hit With 1/4
      2-Hit  3  Links From E/F, Break Any Hit With 2/5
      3-Hit  1  Links From B/C/K/L, Break 1st/2nd Hit With 3/6
      3-Hit  2  Links From C/F/I, Break Any Hit With 1/4
      3-Hit  6  Links From D/J/L, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Launches  b,f+5/:5     Usable After Two Hits, Break 1st Hit With 1/4
      4-Hit  Ends      b,d,db+1/:1  Usable After Two Hits, Break 1st Hit With 3/6
      4-Hit  Ends      QCf+2/:2     Usable After Two Hits, Break 2nd Hit With 1/4
      4-Hit  Ends      f,d,df+3/:3  Usable After Two Hits, Break 1st Hit With 2/5
    
    
    OTHER MOVES:
    
      1-Hit Juggle  b,b,HCf+1      Double Bolt, First Bolt Does Not Juggle
      2-Hit Juggle  f,b,b,HCf+1    Triple Bolt, First Bolt Does Not Juggle
      3-Hit Juggle  WP+(HCf+1)     Triple Red Bolt
      Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                      ~(f,d,df+6)    Rising Blade
                    WJ+2/5         Must Hit Opponent In Midair
                      ~(f,d,df+4)    Rising Blade
                    WJ+3/6         Must Hit Opponent In Midair
                      ~(f,d,df+5)    Rising Blade
    	
    --------------------------------------------------------------------------------
      4F  -  G L A C I U S
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep      d/df/db+6       [!AB] Knockdown
      Blade Hand     QCdb+1/:1       Knockdown
      Shoulder Dash  B,f+1/:1        Short Range
                     B,f+2/:2        Medium Range
                     B,f+3/:3        Long Range
      Iceball        QCf+1/:1        [A] Slow
                     QCf+2/:2        [A] Medium
                     QCf+3/:3        [A] Fast
                     WP+(QCf+:1)     [A] Very Fast, Knockdown, -1 Power
      Teleport       QCf+4/:4        Teleports Behind Opponent
      Puddle Punch   QCf+5/:5        1:
                       QCf/QCb+6       Teleports Behind Opponent, Transition to 2:
                     QCf+6/:6        2: Knockdown
                       QCf/QCb+5       Teleports Behind Opponent, Transition to 1:
                     WS+(QCf+4/5/6)  Puddle Punch, Knockdown
                     WS+(QCb+4/5/6)  Puddle Punch, Knockdown
      Combo Breaker  b,f+1/2/3       Blade Hand, Power=3
    
    
    FINISHING MOVES:
    
      Freeze       HCf+2     Stand 1 Player Length Away
      Acid Cage    HCb+5     Stand 0.5 Player Lengths Away
      Acid Pool    b,b,b,6   Stand Anywhere
      Humiliation  f,f,b,4   Stand Anywhere
      Ultimate     QCb,1/:1  Acid Pool
      Ultra        B,f+3/:3			
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  B,f+1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  WJ+2
      E:  1-Hit  B,f+2/:2
      F:  1-Hit  WJ+5
      G:  1-Hit  QCf+5/:5
      H:  1-Hit  WJ+3
      I:  1-Hit  WC+(b/db+3)
      J:  1-Hit  B,f+3/:3
      K:  1-Hit  WJ+6
    
    
    LINKERS:
    
      L:  2-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  1  Links From C/J/L, Break Any Hit With 3/6
      3-Hit  2  Links From B/E/I/J/K/L, Break Any Hit With 1/4
      2-Hit  3  Links From E/F, Break Any Hit With 2/5
      3-Hit  4  Links From A/G/I, Break Any Hit With 3/6
      2-Hit  5  Links From H, Break Any Hit With 1/4
      3-Hit  6  Links From B/D/G/L, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Ends      QCf+5/:5   Usable After Two Hits, Break 3rd Hit With 1/4
      3-Hit  Launches  QCf+6/:6   Usable After Two Hits, Break 2nd Hit With 2/5
      4-Hit  Launches  QCdb+1/:1  Usable After Two Hits, Break 3rd Hit With 3/6
      4-Hit  Launches  QCf+3/:3   Usable After Two Hits, Break 1st Hit With 2/5
    
    
    OTHER MOVES:
    
      1-Hit Juggle  QCf+6       Puddle Punch
      3-Hit Juggle  WP+(QCf+6)  Triple Puddle Punch, -1 Power
      Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                      ~(f,b+6)    Flying Knee
                    WJ+2/5      Must Hit Opponent In Midair
                      ~(f,b+4)    Flying Knee
                    WJ+3/6      Must Hit Opponent In Midair
                      ~(f,b+5)    Flying Knee
    
    --------------------------------------------------------------------------------
      4G  -  J A G O
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep        d/df/db+6      [!AB] Knockdown
      Green Fireball   QCf+1          [A] Slow
                       QCf+2/:2       [A] Medium
                       QCf+3/:3       [A] Fast
      Yellow Fireball  QCf+:1         [B] Slow
      Red Fireball     WP+(QCf+:3)    [A] Very Fast, Knockdown, -1 Power
      Sword Slash      QCdb+3/:3
      Rising Fist      f,d,df+1/:1    [!AB] Knockdown, Low-Rise
                       f,d,df+2/:2    [!AB] Knockdown, Mid-Rise
                       f,d,df+3/:3    [!AB] Knockdown, High-Rise
                       F,d,df+3       [!AB] Knockdown, Long Range
                       WS+(f,d,df+1)  [!AB] Knockdown, Low-Rise
                       WS+(f,d,df+2)  [!AB] Knockdown, Mid-Rise
                       WS+(f,d,df+3)  [!AB] Knockdown, High-Rise
                       WS+(b,d,db+1)  [!AB] Knockdown, Low-Rise
                       WS+(b,d,db+2)  [!AB] Knockdown, Mid-Rise
                       WS+(b,d,db+3)  [!AB] Knockdown, High-Rise
      Flying Kick      QCdb+6         [!A] No Range Limit
                       QCdb+:6        [!A] No Range Limit, Fast
                       WP+(QCdb+:6)   [!A] No Range Limit, Fast, Shadow
                         b,f+6          Cancels Flying Kick
                       QCdb+4/:4      [!A] Short Range
                       QCdf+4         [!A] Short Range
                       QCdb+5/:5      [!A] Medium Range
      Combo Breaker    f,d,df+1/2/3   Rising Fist, Power=3
    
    
    FINISHING MOVES:
    
      Falling Car  b,b,f,f,2  Stand 1-4 Player Lengths Away
      Sword Stab   b,f,f,1    Stand 0-1 Player Lengths Away
      Humiliation  HCb+5      Stand Anywhere
      Ultimate     HCf+3/:3   Sword Stab
      Ultra        QCdb+4/:4		
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  WJ+4
      C:  1-Hit  WJ+2
      D:  1-Hit  WJ+5
      E:  1-Hit  QCdb+5/:5
      F:  1-Hit  WJ+3
      G:  1-Hit  WC+(b/db+3)
      H:  1-Hit  QCdb+3/:3
      I:  1-Hit  WJ+6
      J:  1-Hit  QCdb+6
      K:  1-Hit  QCdb+:6
    
    
    LINKERS:
    
      L:  2-Hit  QCdb+3/:3  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
          2-Hit  1          Links From B/H, Break Any Hit With 3/6
          2-Hit  4          Links From A/E/G/J/K/L, Break Any Hit With 3/6
          2-Hit  2          Links From I/K, Break Any Hit With 1/4
          2-Hit  d/df/db+3  Links From D/H, Break Any Hit With 2/5
          3-Hit  5          Links From F/J/K/L, Break Any Hit With 1/4
      M:  3-Hit  6          Links From C/G/L, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      1-Hit  Launches  d/df/db+3    Usable After Two Hits
      2-Hit  Launches  f,d,df+1/:1  Usable After Two Hits, Break 2nd Hit With 3/6
      3-Hit  Ends      QCf+1/:1     Usable After Two Hits, Break 2nd Hit With 3/6
      3-Hit  Ends      QCdb+5/:5    Usable After Two Hits, Break 2nd Hit With 1/4
      3-Hit  Ends      f,d,df+3/:3  Usable As 3rd Hit, Break 1st Hit With 2/5
      3-Hit  Launches  f,d,df+2/:2  Usable After Two Hits, Break 1st Hit With 1/4
      4-Hit  Ends      f,d,df+3/:3  Usable After Three Hits, Break 1st Hit With 2/5
    
    
    OTHER MOVES:
    
      1-Hit Juggle  QCf+:2       Red Fireball
      3-Hit Juggle  WP+(QCf+:2)  Triple Red Fireball, -1 Power
      Midair Combo  WJ+1/4       Must Hit Opponent In Midair
                      ~(QCb+6)     Flying Kick
                    WJ+2/5       Must Hit Opponent In Midair
                      ~(QCb+4)     Flying Kick
                    WJ+3/6       Must Hit Opponent In Midair
                      ~(QCb+5)     Flying Kick			
    
    --------------------------------------------------------------------------------
      4H  -  O R C H I D
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep       d/df/db+6       [!AB] Knockdown
      Energy Bolt     QCf+1/:1        [A] Slow
                      QCf+2/:2        [A] Medium
                      QCf+3/:3        [A] Fast
      Pole Dash       QCdb+1/:1       Short Range
                      QCdb+2/:2       Medium Range
                      WP+(QCdb+:2)    Long Range, Shadow, -1 Power
      Saber Spin      QCdb+3/:3       Knockdown
      Feral Charge    B,f+1/:1        [!AB] Short Range
                      B,f+2/:2        [!AB] Medium Range
                      B,f+3/:3        [!AB] Long Range
                      WP+(B,f+:3)     [!AB] Shadow, Longer Range
      Handstand Kick  B,f+4/:4        Short Range
                      B,f+5/:5        Medium Range
                      B,f+6/:6        Long Range
      Backflips       WS+(f,b+4/5/6)  [!AB]
                      WS+(b,f+4/5/6)  [!AB]
      Combo Breaker   b,f+4/5/6       Handstand Kick, Power=3
    
    
    FINISHING MOVES:
    
      Frog Stomp   d,f,b+4   Stand 0 Player Lengths Away
                     6         Squashes The Frog
      Flash        b,f,f,1   Stand 0-1 Player Lengths Away
      Humiliation  HCb+3     Stand Anywhere
      Ultimate     HCb,5/:5  Flash
      Ultra        B,f+2/:2	
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  QCdb+1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  WJ+2
      E:  1-Hit  QCdb+2/:2
      F:  1-Hit  WJ+5
      G:  1-Hit  WJ+3
      H:  1-Hit  WC+(b/db+3)
      I:  1-Hit  B,f+3/:3
      J:  1-Hit  WJ+6
      K:  2-Hit  B,f+1/:1
      L:  2-Hit  B,f+2/:2
      M:  3-Hit  B,f+5/:5     Break 2nd/3rd Hit With 1/4
      N:  3-Hit  B,f+6/:6     Break 2nd/3rd Hit With 2/5
    
    
    LINKERS:
    
      O:  2-Hit  F,b+5/:5  Usable After Three Hits, Break 1st Hit With 1/4
    
    
    AUTO-LINKERS:
    
      2-Hit  2  Links From H/J/O, Break Any Hit With 1/4
      2-Hit  5  Links From B/E/G/L, Break Any Hit With 1/4
      3-Hit  1  Links From C/N/O, Break Any Hit With 3/6
      3-Hit  4  Links From A/B/E/I/L/M, Break Any Hit With 3/6
      3-Hit  3  Links From F/K/L/O, Break 1st/2nd Hit With 2/5
      3-Hit  6  Links From D/H/I, Break 1st/3rd Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Launches  B,f+5/:5   Usable After Two Hits, Break 2nd Hit With 1/4
      4-Hit  Ends      QCf+3/:3   Usable After Two Hits, Break 2nd Hit With 2/5
      4-Hit  Launches  QCdb+3/:3  Usable After Two Hits, Break 3rd Hit With 2/5
      4-Hit  Launches  B,f+4/:4   Usable After Two Hits, Break 2nd Hit With 3/6
    
    
    OTHER MOVES:
    
      1-Hit Juggle  QCf+1       Energy Bolt
      3-Hit Juggle  WP+(QCf+1)  Triple Energy Bolt, -1 Power
      Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                      ~(f,b+3)    Feral Charge
                    WJ+2/5      Must Hit Opponent In Midair
                      ~(f,b+1)    Feral Charge
                    WJ+3/6      Must Hit Opponent In Midair
                      ~(f,b+2)    Feral Charge
    
    --------------------------------------------------------------------------------
      4I  -  R I P T O R
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Tail Sweep       d/df/db+6         [!AB] Knockdown
      Claw Swipe       QCdb+1/:1         Knockdown
      Fire Breath      QCdb+3/:3         1: [B]
      Fireball         QCb+1/:1          [A] Slow
                       QCb+2/:2          [A] Medium
                       QCb+3/:3          [A] Fast
      Midair Fireball  WJ+(QCb+1/:1)     2: [A] Slow
                       WJ+(QCb+2/:2)     3: [A] Medium
                       WJ+(QCb+3/:3)     4: [A] Fast
      Blue Fireball    WP+(QCb+:2)       [A] Very Fast, Knockdown
      Charge           B,f+1/:1
                         QCdb+3/:3         Transition To 1:
                         QCdb+4/:4         Transition To 5:
                         f,b+5/:5          [!A] Flying Rake, Medium Range
                       B,f+2/:2
                       B,f+3/:3
                         f,b+3             Transition To 1:
                         QCdb+3/:3         Transition To 1:
                         f,b+4             Transition To 5:
                         QCdb+4/:4         Transition To 5:
                         f,b+5/:5          [!A] Flying Rake, Medium Range
      Flying Rake      B,f+6/:6          [!A] Long Range
                         QCb+1/:1          Transition To 2:
                         QCb+2/:2          Transition To 3:
                         QCb+3/:3          Transition To 4:
                         QCdb+6/:6         Transition To 6:
                       (F,b)/(B,f)+4/:4  [!A] Short Range
                       (F,b)/(B,f)+5/:5  [!A] Medium Range
                       WS+(F,b+4/5/6)    Short Range, High-Rise, Knockdown
                       WS+(B,f+4/5/6)    Short Range, High-Rise, Knockdown
      Tail Flip        QCdb+4/:4         5: [!AB] Very Short Range
                       QCdb+5/:5         [!AB] Short Range
                       QCdb+6/:6         [!AB] Medium Range
      Midair Flip      WJ+(QCdb+6/:6)    6: [!AB]
      Combo Breaker    b,f+4/5/6         Flying Rake, Power=3
    
    
    FINISHING MOVES:
    
      Devour       HCf,2     Stand 0-3 Player Lengths Away
      Acid Spit    b,b,5     Stand 1-3 Player Lengths Away
      Tail Stab    f,f,b,6   Stand 1 Player Length Away
      Humiliation  d,f,f,3   Stand Anywhere
      Ultimate     HCf,1/:1  Devour
      Ultra        B,f+4/:4
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  B,f+1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  WJ+2
      E:  1-Hit  B,f+2/:2
      F:  1-Hit  WJ+5
      G:  1-Hit  WJ+3
      H:  1-Hit  WC+(b/db+3)
      I:  1-Hit  QCdb+3/:3
      J:  1-Hit  B,f+3/:3
      K:  1-Hit  WJ+6
      L:  2-Hit  QCdb+4/:4
      M:  2-Hit  (F,b)/(B,f)+4/:4
      N:  2-Hit  QCdb+5/:5
      O:  2-Hit  (F,b)/(B,f)+5/:5
      P:  2-Hit  QCdb+6/:6
      Q:  2-Hit  WJ+(QCdb+6/:6)
    
    
    LINKERS:
    
      R:  2-Hit  F,b+4/:4  Usable After Two Hits, Break Any Hit With Any Button
                 B,f+4/:4  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      3-Hit  1  Links From C/E/P/Q/M/O/R, Break Any Hit With 3/6
      2-Hit  2  Links From B/I/K/P/Q, Break Any Hit With 1/4
      3-Hit  3  Links From B/F/N/O, Break Any Hit With 2/5
      3-Hit  4  Links From A/H/I/N, Break Any Hit With 3/6
      3-Hit  5  Links From E/G/J/L/R, Break Any Hit With 1/4
      2-Hit  6  Links From D/H/J/M/L/N/R, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Ends      QCdb+5/:5  Usable After Three Hits, Break 3rd Hit With 2/5
      3-Hit  Launches  B,f+6/:6   Usable After Three Hits, Break 1st Hit With 2/5
      4-Hit  Ends      QCb+3/:3   Usable After Three Hits, Break 1st Hit With 2/5
      4-Hit  Launches  QCdb+1/:1  Usable After Three Hits
    
    
    OTHER MOVES:
    
      1-Hit Juggle  QCb+1/:1       Red Fireball
      3-Hit Juggle  WP+(QCb+1/:1)  Triple Blue Fireball
      Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                      ~(f,b+6)       Flying Kick
                    WJ+2/5         Must Hit Opponent In Midair
                      ~(f,b+4)       Flying Kick
                    WJ+3/6         Must Hit Opponent In Midair
                      ~(f,b+5)       Flying Kick
    
    --------------------------------------------------------------------------------
      4J  -  S A B R E W U L F
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Bat Toss        QCb+1/:1          [A] Slow
                      QCb+2/:2          [A] Medium
                      QCb+3/:3          [A] Fast
      Claw Spin       B,f+1/:1          Short Range
                      (F,b)/(B,f)+2/:2  Medium Range
                      B,f+3/:3          Long Range
      Double Spin     WP+(B,f+1/:1)     Short Range, -3 Power On Hit
                      WP+(B,f+2/:2)     Medium Range, -3 Power On Hit
                      WP+(B,f+3/:3)     Long Range, -3 Power On Hit
      Rolling Claw    B,f+4/:4          1: [!A]
      Double Roll     WP+(B,f+4/:4)     2: [!A] -3 Power On Hit
      Charging Swipe  B,f+5/:5          Knockdown
                      B[2],f+5/:5
                        f,b+4             Transition To 1:
                        WP+(f,b+4)        Transition To 2:
                        f,b+5             Claw Swipe, Stuns On Ground Hit
                        f,b+6             [!B] Pounce, Long Range
                        WP+(f,b+6)        [!B] Pounce, No Range Limit
      Claw Swipe      WS+(f,b+4/5/6)    Knockdown
                      WS+(b,f+4/5/6)    Knockdown
      Pounce          B,f+6/:6          [!B] Long Range
                      WP+(B,f+6/:6)     [!B] No Range Limit
      Howl            QCdb+6/:6         Power=3
      Combo Breaker   b,f+4/5/6         Claw Swipe, Power=3
    
    
    FINISHING MOVES:
    
      Claw Stab     b,b,5     Stand 0 Player Lengths Away
      Screen Smash  b,b,f,2   Stand 1 Player Length Away
      Humiliation   f,f,f,1   Stand Anywhere
      Ultimate      HCf,3/:3  Claw Stab
      Ultra         F,b+4/:4			
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  WJ+4
      C:  1-Hit  WJ+2
      D:  1-Hit  WJ+5
      E:  1-Hit  B[2],f+5/:5
      F:  1-Hit  WJ+3
      G:  1-Hit  WC+(b/db+3)
      H:  1-Hit  WJ+6
      I:  1-Hit  B,f+6/:6
                 WP+(B,f+6/:6)
      J:  2-Hit  B,f+1/:1
      K:  2-Hit  B,f+4/:4
      L:  2-Hit  (F,b)/(B,f)+2/:2
      M:  2-Hit  B,f+3/:3
      N:  4-Hit  WP+(B,f+1/:1)     Break 3rd/4th Hit With 3/6
      O:  4-Hit  WP+(B,f+4/:4)     Break 3rd/4th Hit With 3/6
      P:  4-Hit  WP+(B,f+2/:2)     Break 3rd/4th Hit With 1/4
      Q:  4-Hit  WP+(B,f+3/:3)     Break 3rd/4th Hit With 2/5
    
    
    LINKERS:
    
      R:  2-Hit  F,b+2/:2  Usable After Three Hits, Break Any Hit With Any Button
                 B,f+2/:2  Usable After Three Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
     
      3-Hit  1  Links From B/E/G/I/M/Q/R, Break Any Hit With 3/6
      3-Hit  2  Links From K/H/I/O/L/P/R, Break Any Hit With 1/4
      3-Hit  3  Links From K/D/E/J/O/N, Break Any Hit With 2/5
      2-Hit  4  Links From A/G, Break Any Hit With 3/6
      2-Hit  5  Links From F/J/N, Break Any Hit With 1/4
      3-Hit  6  Links From C/L/M/P/Q/R, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Launches  B,f+1/:1  Usable After Three Hits, Break 1st/2nd Hit With 3/6
      4-Hit  Ends      B,f+4/:4  Usable After Three Hits, Break Any Hit With 3/6
      4-Hit  Launches  B,f+5/:5  Usable After Three Hits, Break 4th Hit With 1/4
      4-Hit  Launches  B,f+6/:6  Usable After Three Hits, Break 4th Hit With 2/5
    
    
    OTHER MOVES:
    
      1-Hit Juggle  B,f+6       Pounce
      3-Hit Juggle  WP+(B,f+6)  Triple Pounce, Shadow, -1 Power
      Midair Combo  WJ+1/4      Must Hit Opponent In Midair
                      ~(f,b+6)    Pounce
                    WJ+2/5      Must Hit Opponent In Midair
                      ~(f,b+4)    Pounce
                    WJ+3/6      Must Hit Opponent In Midair
                      ~(f,b+5)    Pounce
    
    --------------------------------------------------------------------------------
      4K -  S P I N A L
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Slide Kick     d/df/db+6         [!A] Knockdown
                     QCdf+6/:6         [!A]
      Shield Block   b+#1              Blocks Most Special Moves, +1 Skull For Each
      Skull Toss     WP+(QCf+1/:1)     [A] Slow, -1 Skull
                     WP+(QCf+2/:2)     [A] Medium, -1 Skull
                     WP+(QCf+3/:3)     [A] Fast, -1 Skull
      Fireball       WP[3]+(HCf+1/:1)  [A] Slow, -2 Skulls, Knockdown
                     WP[3]+(HCf+2/:2)  [A] Medium, -2 Skulls, Knockdown
                     WP[3]+(HCf+3/:3)  [A] Fast, -2 Skulls, Knockdown
      Fiery Slash    (F,b)/(B,f)+2/:2  1:
      Double Slash   WP+(B,f+2/:2)     2:
      Shield Dash    f,f+2/:2          Medium Range
                     f,f+3/:3          No Range Limit
                       f,b+2             Transition To 1:
                       WP+(f,b+2)        Transition To 2:
                     f,f+1/:1          Short Range
      Teleport       d,d+1/:1          Teleports To Opponent, Slow
                     d,d+2/:2          Teleports To Opponent, Medium
                     d,d+3/:3          Teleports To Opponent, Fast
                     d,d+4/:4          Teleports Behind Opponent, Slow
                     d,d+5/:5          Teleports Behind Opponent, Medium
                     d,d+6/:6          Teleports Behind Opponent, Fast
                       d,d+1/:1          Teleports Behind Opponent
                     WS+(d,d+1/2/3)    Teleports Behind Opponent, Very Fast
                     WS+(d,d+4/5/6)    Teleports Behind Opponent, Very Fast
      Air Teleport   WJ+(d,d+:1)       Teleports To Opponent
                     WJ+(d,d+:4)       Teleports Behind Opponent
      Combo Breaker  f,f+1/2/3         Teleport, +3 Skulls, Cannot Carry > 5 Skulls
    
    
    FINISHING MOVES:
    
      Skeleton     b,b,b,5    Stand 0-3 Player Lengths Away
      Shield Stab  b,b,f,4    Stand 0 Player Lengths Away
      Humiliation  HCf+6      Stand Anywhere
      Ultimate     QCdb+1/:1  Skeleton
      Ultra        HCf+3/:3
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  f,f+1/:1
      C:  1-Hit  WJ+2
      D:  1-Hit  f,f+2/:2
      E:  1-Hit  (F,b)/(B,f)+2/:2
      F:  1-Hit  WJ+3
      G:  1-Hit  WC+(b/db+3)
      H:  1-Hit  f,f+3/:3
      I:  1-Hit  WJ+4
      J:  1-Hit  WJ+5
      K:  1-Hit  WJ+6
      L:  1-Hit  QCdf+6/:6
      M:  2-Hit  WP+(B,f+2/:2)
    
    
    LINKERS:
    
      N:  2-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  4  Links From A/E/N, Break Any Hit With 3/6
      2-Hit  5  Links From D/F/N, Break Any Hit With 1/4
      2-Hit  6  Links From C/H, Break Any Hit With 2/5
      3-Hit  1  Links From I/G/L, Break Any Hit With 3/6
      3-Hit  2  Links From C/G/H/K, Break Any Hit With 2/5
      3-Hit  3  Links From B/E/J/L/N, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      3-Hit  Ends  f,f+1/:1  Usable After Two Hits, Break 2nd Hit With 3/6
      3-Hit  Ends  f,f+2/:2  Usable After Two Hits, Break 2nd Hit With 1/4
      4-Hit  Ends  f,f+3/:3  Usable After Two Hits, Break 1st Hit With 2/5
    
      Vs. Cinder:
    
      4-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 5
      4-Hit  Launches  d,d+4/:4  Usable After Two Hits
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 5
      4-Hit  Launches  d,d+5/:5  Usable After Two Hits
      4-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 4
      4-Hit  Launches  d,d+6/:6  Usable After Two Hits
    
      Vs. Combo:
    
      3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 4
      3-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 1st Hit With 5
      3-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 1st Hit With 5
      4-Hit  Ends      d,d+2/:2  Usable After Two Hits, Break 1st Hit With 4
      4-Hit  Ends      d,d+3/:3  Usable After Two Hits
      4-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 6
    
      Vs. Eyedol:
    
      4-Hit  Launches  d,d+1/:1  Usable After Two Hits
      4-Hit  Launches  d,d+4/:4  Usable After Two Hits
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits
      4-Hit  Launches  d,d+5/:5  Usable After Two Hits
      4-Hit  Launches  d,d+3/:3  Usable After Two Hits
      4-Hit  Launches  d,d+6/:6  Usable After Two Hits
    
      Vs. Fulgore:
    
      3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 1
      4-Hit  Ends      d,d+1/:1  Usable After Two Hits, Break 1st Hit With 2
      4-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 1
      4-Hit  Ends      d,d+2/:2  Usable After Two Hits, Break 1st Hit With 3
      4-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
      4-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 1
    
      Vs. Glacius:
    
      3-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 3rd Hit With 1
      3-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 3rd Hit With 1
      3-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 3rd Hit With 1
      3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 2nd Hit With 2
      4-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 1st Hit With 2
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 3rd Hit With 3
    
      Vs. Jago:
    
      2-Hit  Ends  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 3
      3-Hit  Ends  d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 3
      3-Hit  Ends  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 1
      3-Hit  Ends  d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
      3-Hit  Ends  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 2
      4-Hit  Ends  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 2
    
      Vs. Orchid:
    
      3-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 2nd Hit With 4
      4-Hit  Ends      d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 5
      4-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 5
      4-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 5
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 6
      4-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 3rd Hit With 5
    
      Vs. Riptor:
    
      3-Hit  Ends      d,d+3/:3  Usable After Two Hits, Break 3rd Hit With 5
      3-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 1st Hit With 5
      3-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 1st Hit With 5
      3-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 5
      4-Hit  Ends      d,d+1/:1  Usable After Two Hits
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 1st Hit With 5
    
      Vs. Sabrewulf:
    
      3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 6
      4-Hit  Ends      d,d+2/:2  Usable After Two Hits
      4-Hit  Launches  d,d+4/:4  Usable After Two Hits, Break 4th Hit With 5
      4-Hit  Launches  d,d+5/:5  Usable After Two Hits, Break 4th Hit With 5
      4-Hit  Launches  d,d+3/:3  Usable After Two Hits, Break 4th Hit With 4
      4-Hit  Launches  d,d+6/:6  Usable After Two Hits, Break 4th Hit With 5
    
      Vs. Spinal:
    
      3-Hit  Ends  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 3
      3-Hit  Ends  d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 3
      3-Hit  Ends  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 1
      3-Hit  Ends  d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 1
      4-Hit  Ends  d,d+3/:3  Usable After Two Hits, Break 1st Hit With 2
      4-Hit  Ends  d,d+6/:6  Usable After Two Hits, Break 1st Hit With 2
    
      Vs. Thunder:
    
      3-Hit  Ends      d,d+4/:4  Usable After Two Hits, Break 2nd Hit With 2
      3-Hit  Ends      d,d+5/:5  Usable After Two Hits, Break 2nd Hit With 2
      3-Hit  Ends      d,d+6/:6  Usable After Two Hits, Break 2nd Hit With 2
      3-Hit  Launches  d,d+1/:1  Usable After Two Hits, Break 2nd Hit With 2
      4-Hit  Launches  d,d+2/:2  Usable After Two Hits, Break 2nd Hit With 1
      4-Hit  Launches  d,d+3/:3  Usable After Two Hits
    
    
    OTHER MOVES:
    
      (1-5)-Hit Juggle  WP+(QCf+1/:1)  Skull Toss, -1 Skull, Repeat For 2-5 Hits
      Midair Combo      WJ+1/4         Must Hit Opponent In Midair
                          ~(f,b+6)       Flying Kick
                        WJ+2/5         Must Hit Opponent In Midair
                          ~(f,b+4)       Flying Kick
                        WJ+3/6         Must Hit Opponent In Midair
                          ~(f,b+5)       Flying Kick
    
    --------------------------------------------------------------------------------
      4L -  T H U N D E R
    --------------------------------------------------------------------------------
    
    SPECIAL MOVES:
    
      Leg Sweep      d/df/db+6       [!AB] Knockdown
      Phoenix Toss   QCf+4/:4        [A] Slow
                     QCf+5/6/:6      [A] Medium
                     QCf+:5          [A] Fast
                       u               Moves Upward
                       d               Moves Downward
      Big Phoenix    WP+(QCf+:5)     [A] Very Fast, Knockdown, -1 Power
                       u              Moves Upward
                       d              Moves Downward
      Spinning Axes  B,f+1/:1        [!A] Very Short Range
                     F,b+2/:2        [!A] Short Range
                     B,f+2/:2        [!A] Medium Range
                     B,f+3/:3        [!A] Long Range
      Air Dive       WJ+(QCb+3)      1: Medium Range
                     WJ+(QCb+:3)     2: Long Range
                     WP+WJ+(QCb+:3)  3: Long Range, Shadow
      Flying Mohawk  HCb+3/:3        [!AB] Medium Range, High-Rise, Knockdown
                       b,f+3           Transition To 1:
                       QCb+3           Air Dive, Medium Range
                       b,f+:3          Transition To 2:
                       QCb+:3          Air Dive, Long Range
                       WP+(QCb+:3)     Transition To 3:
                     QCb+1/:1        Very Short Range, Low-Rise
                     QCb+2/:2        Short Range, Mid-Rise
                     WS+(QCf+1/2/3)  Short Range, Mid-Rise, Knockdown
                     WS+(QCb+1/2/3)  Short Range, Mid-Rise, Knockdown
      Combo Breaker  QCb+1/2/3       Flying Mohawk, Power=3
    
    
    FINISHING MOVES:
    
      Rain Dance    QCf+3      Stand 1 Player Length Away
      Axe Uppercut  QCb+6      Stand 0 Player Lengths Away
      Humiliation   d,d,f+4    Stand Anywhere
      Ultimate      QCdb+2/:2  Rain Dance
      Ultra         B,f+1/:1
    
    ................................................................................
    
    COMBO STARTERS:
    
      A:  1-Hit  WJ+1
      B:  1-Hit  QCb+1/:1
      C:  1-Hit  WJ+4
      D:  1-Hit  WJ+2
      E:  1-Hit  WJ+5
      F:  1-Hit  WJ+3
      G:  1-Hit  WC+(b/db+3)
      H:  1-Hit  WJ+(QCb+3/:3)
      I:  1-Hit  WJ+6
      J:  3-Hit  B,f+1/:1          Break 2nd Hit With 3/6
      K:  3-Hit  (F,b)/(B,f)+2/:2  Break 2nd/3rd Hit With 1/4
      L:  3-Hit  B,f+3/:3          Break 2nd/3rd Hit With 2/5
    
    LINKERS:
    
      M:  3-Hit  F,b+2/:2  Usable After Two Hits, Break Any Hit With Any Button
    
    
    AUTO-LINKERS:
    
      2-Hit  4          Links From A/G/H/M, Break Any Hit With 3/6
      2-Hit  2          Links From H/I/J/L, Break Any Hit With 1/4
      2-Hit  5          Links From F/K/M, Break Any Hit With 1/4
      2-Hit  d/df/db+3  Links From E, Break Any Hit With 2/5
      3-Hit  1          Links From B/C, Break Any Hit With 3/6
      3-Hit  6          Links From B/D/G/J/L/M, Break Any Hit With 2/5
    
    
    COMBO ENDERS:
    
      1-Hit  Launches  QCf+4/:4  Usable After Three Hits
      1-Hit  Launches  QCf+5/:5  Usable After Three Hits
      3-Hit  Ends      QCf+6/:6  Usable After Two Hits, Break 2nd Hit With 2/5
      3-Hit  Launches  B,f+3/:3  Usable After Three Hits, Break 2nd Hit With 2/5
      4-Hit  Launches  QCb+2/:2  Usable After Two Hits, Break 2nd Hit With 1/4
      4-Hit  Launches  QCb+3/:3  Usable After Two Hits
    
    
    OTHER MOVES:
    
      1-Hit Juggle  QCf+4/:4       Blue Phoenix
      3-Hit Juggle  WP+(QCf+4/:4)  Triple Blue Phoenix, -1 Power
      Midair Combo  WJ+1/4         Must Hit Opponent In Midair
                      ~(QCb+3)       Air Dive
                    WJ+2/5         Must Hit Opponent In Midair
                      ~(QCb+1)       Air Dive
                    WJ+3/6         Must Hit Opponent In Midair
                      ~(QCb+2)       Air Dive
    
    ================================================================================
    ==============================                   ===============================
    = 5A =========================   S E C R E T S   ===============================
    ==============================                   ===============================
    ================================================================================
    
    DISPLAY HIGH SCORES:
    
      During attract mode, press up to display the high scores. The scores include
      fastest wins, longest winning streaks, most points scored in a fight, and
      longest combos for each character.
    
    
    SELECT CHARACTER COLORS:
    
      At the character selection screen, tap up or down to change the color of your
      character. Each character has six colors to choose from. However, if both 
      players select the same character, they cannot choose the same color.
    
    
    RANDOMLY SELECT CHARACTER:
    
      At the character selection screen, press your start button while holding up
      and your character will be randomly selected for you.
    
    
    SELECT STAGE OR MUSIC:
    
      By using certain joystick and button combinations to select your character you
      can also select the stage or music for the fight. The first player to choose
      their character using one of these combinations selects the stage and the
      second player selects the music. The joystick and button combinations needed
      to select a stage or its music are as follows:
    
                  Canyon Bridge: d+1             Snow Temple: u+1
                   Bloody Arena: d+2           Skull Pillars: u+2
                    Lava Bridge: d+3              Icy Statue: u+3
                    City Street: d+4          Castle Rooftop: u+4
                Castle Interior: d+5            City Rooftop: u+5
                        Factory: d+6          Desert Rooftop: (u+6)/(d+S)
    
      If both players press medium low attack while holding down to select their
      characters, they will select a special stage instead of the castle interior.
      This stage consists of a tiny platform in the sky with rapidly moving clouds.
    
    
    EASY COMBO BREAKERS:
    
      At the versus screen, both players must press their start button while holding
      down. The announcer will say "COMBO BREAKER" and during the fight either
      player will be able to break combos using any of the three combo breaker
      buttons regardless of the buttons used to perform the combos.
    
    
    HYPER FIGHTING:
    
      At the versus screen, both players, while holding right, must press their 
      quick, medium, and fierce high attack buttons simultaneously. A "SWOOSH" sound
      will play and the gameplay speed will be increased dramatically when the fight
      starts.
    
    
    PLAY AS EYEDOL:
    
      At the character selection screen, choose Cinder as your character. Then, at
      the versus screen, while holding right, quickly tap the following buttons in
      order: quick high attack, quick low attack, fierce high attack, medium low
      attack, medium high attack, fierce low attack. The announcer will say "EYEDOL"
      and you will be playing as Eyedol when the fight starts.
    
    ================================================================================
    =============================                     ==============================
    = 6A ========================   G L I T C H E S   ==============================
    =============================                     ==============================
    ================================================================================
    
      This section explains how to perform and the effects of some of the more
      amusing glitches found in the game. Because many are fixed in 1.5d, some
      glitches from 1.4 have been included. 
    
      Each glitch is listed under the heading of the highest game version that it
      appears in. However, they probably work the same in earlier versions. Also,
      there may be alternate methods for triggering some glitches but they are
      omitted from this guide.
    
    --------------------------------------------------------------------------------
      6B -  1 . 4
    --------------------------------------------------------------------------------
    
    FULGORE: SHRINK
    
      Fulgore can shrink a character to approximately half of their normal size.
      This glitch can only be used to shrink player one's character, however. For
      example, if you trigger the glitch as player one, your character will shrink,
      but if you trigger it as player two, your opponent's character will shrink.
    
      For it to work, you must be playing as Fulgore on one of the three rooftop
      stages. Also, your opponent must be backed to the rooftop edge. After that,
      simply perform Fulgore's blade dash using fierce low attack, making sure to
      hit your opponent, then immediately perform Fulgore's teleport using quick low
      attack. You will know it worked if either you or your opponent have shrunk
      after Fulgore reappears.
    
    
    GLACIUS: SHRINK
    
      Glacius can also shrink players, similar to Fulgore. Unfortunately, it is more
      difficult to do Glacius's version of the glitch. To do it, you must be playing
      as Glacius on one of the rooftop stages and your opponent must be backed into
      a corner (not an edge). Then, simply perform Glacius's teleport with quick low
      attack. If your opponent was positioned correctly, player one's character will
      be half of their normal size after Glacius reappears. 
    
      The exact positioning needed for this glitch to work is difficult to describe.
      However, here is a guaranteed, although impractical, way of correctly placing
      the characters. For this to work, player two's character should not move
      unless explicitly stated. First, choose Glacius as player one's character, and
      when the fight starts, have him perform a puddle punch using fierce low
      attack. After his opponent stands up, have them jump back once. Next, have
      Glacius teleport behind them and perform another puddle punch using fierce low
      attack. This knocks Glacius's opponent back towards the middle of the roof.
      After they recover, have them walk backwards until they are in the corner.
      Now, Glacius's opponent should be positioned in a way so that if Glacius
      teleports behind them, he will shrink.
    
    
    ORCHID: FROG ABUSE
    
      This is a simple glitch that allows Orchid to beat up her opponent for a few
      seconds after turning them into a frog with her finishing move. Normally, when
      not using the glitch, Orchid's only options are to squash them or do nothing
      at all.
    
      To do it, when your opponent is out of life, perform the first part of
      Orchid's frog finishing move then hold up on the joystick. After a few seconds
      she will jump into the air and thereafter will be able to move or attack
      normally. There will only be a few seconds to do anything, but if she hits the
      frog, the opponent will revert back to their normal form with an abnormal
      greenish color.
    
    
    SPINAL: UNLIMITED SKULLS
    
      It is possible to trick the game into thinking that Spinal has an unlimited
      supply of orbiting skulls. The main benefit, of course, is that it allows
      Spinal to endlessly throw flaming skulls or fireballs. The glitch also makes
      it possible for Spinal to do 80-hit combos if he uses it to repeatedly juggle
      his opponent.
    
      To trigger this glitch, you must be playing as Spinal and he needs to have
      exactly one orbiting skull. Once he does, while holding quick high attack,
      roll the joystick in a quarter-circle forward motion, and, while still holding
      forward, press medium high attack then immediately release quick high attack.
      You will know it worked if Spinal throws two flaming skulls.
    
      At this point, Spinal may throw any number of flaming skulls or fireballs.
      However, do not absorb any special attacks with his shield block move or he
      will overload and his orbiting skulls will reset to zero.
    
    --------------------------------------------------------------------------------
      6C -  1 . 5 D
    --------------------------------------------------------------------------------
    
    SPINAL: MIDAIR MORPHS
    
      Immediately after inputting one of Spinal's morph combo enders, if you tap up,
      he will jump into the air before morphing. Doing this can result in some
      entertaining combos, such as when the morph ender partially or completely
      misses the opponent.
    
    
    SPINAL: STAY MORPHED AS JAGO/THUNDER
    
      Spinal can stay permanently morphed as his opponent's character, either Jago
      or Thunder, if he misses them with certain morph combo enders. While morphed,
      Spinal becomes the character and can do most of their moves or combos,
      including finishing moves. However, if he is hit, jumps, or uses any moves
      which cause him to leave the ground, Spinal will return to his normal form. 
    
      To stay morphed as Jago, miss Jago with Spinal's d,d+4 or d,d+5 combo enders.
      To stay morphed as Thunder, miss Thunder with Spinal's d,d+1 combo ender. The
      easiest way to miss is to start a combo using manual hits while the opponent
      is barely within range. Then, when you initiate Spinal's morph combo ender,
      the opponent will be out of range, causing it to miss. For example, while
      standing about a player length away from his opponent, Spinal can do two
      medium high attacks followed by the required ender.
    
    ================================================================================
    ==============================                   ===============================
    = 7A =========================   C R E D I T S   ===============================
    ==============================                   ===============================
    ================================================================================
    
                                      A u t h o r  
    
                                     Miles Hardison
    
    ................................................................................
    
                                 C o n t r i b u t o r s
    
                                      Grant Bugher
                                      Joey Carter
                                       Phil Ervin
                                        Henry Ha
                                       Matt Hoppa
                                     Jesse Kindwall
                                     Doug McClendon
                                      James Polak
                                    George Samuelson
    
    ................................................................................
    
                              O t h e r   R e s o u r c e s
    
                                        Guides:
    
                        Killer Instinct FAQ v5.4 by Brian Smolik
    
                                        Videos:
    
                      Killer Instinct Compendium by NKI and Mike Z
                          Killer Instinct Bugs by JAG and EMI
    
                                        Forums:
    
                         http://killerinstinctonline.net/forum/