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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/