Dr Dogg's Killer Instinct Pro Guide
drdogg@fiestanet.com

CONTENTS

1) Contents 

2) General Info 

3) Key to Moves 

4) Individual Moves


GENERAL INFO 

Regular Moves: 

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

Special Moves: 

Unique moves which can be performed at any time during the fight. They cause more damage than
regular moves, but require specific joystick and button combinations. 

Transition Moves: 

Special moves which start then immediately switch to another special move in the middle. Transition
moves are useful for confusing opponents. 

Basic Combos: 

Combos are several moves strung together which are unblockable after the first hit. After you
perform a combo, the announcer will yell out what type of combo it was. The names of the combos
(with the number of hits) are as follows: 

     Triple(3) 
     Super(4) 
     Hyper(5) 
     Brutal(6) 
     Master(7) 
     Awesome(8) 
     Blaster(9) 
     Monster(10) 
     King(11) 
     Killer(12+) 

Ultra Combo: 

A special type of combo which can only be activated by a certain joystick and button combination
after you have strung together at least 2 hits. Hit the opponent twenty times. Can only be performed
when the opponent's energy bar is flashing red. 

Ultimate Combo: 

A special type of combo which can only be activated by a certain joystick and button combination
after you have strung together at least 2 hits. The combo ends with a No Mercy move. Can only be
performed when the opponent's energy bar is flashing red. 

Combo Breaker: 

Special moves which are used to stop combos. They must be performed between hits in a combo.
After you do a combo breaker, the line on your energy bar will start flashing. You do not need to
charge Combo Breaker moves. When using combo breakers, specific buttons must be used to break
other buttons. 

     1/4 breaks 2/5 
     2/5 breaks 3/6 
     3/6 breaks 1/4 

Retaliation Moves: 

Special moves which can only be performed while you are getting up after falling. These moves often
catch the opponent offguard and can be used to defend against any unblockable moves opponents
may use while you are getting up. 

Flashing Line: 

When the line on your energy bar is flashing, your character has special abilities. Doing a combo
breaker is one way to cause the line to start flashing. Some characters need only to perform certain
special moves to activate the flashing energy bar line. Sabrewulf's energy howl will make the line start
flashing. Also, when Spinal absorbs a special move with his absorb shield, it will cause the line on the
energy bar to start flashing. The flashing energy bar line is at the tip of your energy bar. 

Air Juggle: 

After you perform a combo that knocks the opponent high into the air, you can hit them as they are
falling with an air juggle move. Only certain special moves have the ability to juggle opponents, all
other moves go through them. Air juggle moves don't take off much energy but they add one extra hit
to the combo. 

Double and Triple Juggle: 

Some characters do multiple air juggle moves when their energy bar line is flashing. These multiple
juggle moves will hit two or three times depending on which character it is. 

Shadow Moves: 

When the line on your energy bar is flashing, you can perform special moves which you could not
normally perform. These special moves are the same as their counterparts except they either go
faster, cause more damage, or both. Some shadow moves can only be performed in combos. If you
perform shadow moves too many times, the line on your energy bar will stop flashing 

No Mercy: 

After defeating your opponent for the second time in a fight, you have the chance to perform a No
Mercy. A "No Mercy" is a move which kills your opponent. A "No Mercy" may have a different
outcome depending on what character you performed it against. 

Humiliation: 

If you defeat your opponent for the second time in a fight without loosing all the energy in your first
energy bar, you will be able to perform a Humiliation. A Humiliation is a move which humiliates the
opponent by forcing them to dance to some very "weird" music. 

Last Breath: 

After being defeated for the second time in a fight, your character will be dizzy. Rapidly shake the
joystick left and right and press all the buttons to 'speed up' the dizzy process. If you do this long
enough without your opponent hitting you or performing a finish move you, will get up and fight with
your last breath. You will be given just enough energy so that if you block a special move, or get hit,
you will die. 

Awesome Victory: 

Defeat your opponent then finish them with a "No Mercy" or "Humiliation" and you will be rewarded
with an Awesome Victory. You also get to see an animated sequence after the fight. 

Supreme Victory (Perfect): 

Defeat your opponent without loosing all the energy in your first energy bar and you will be rewarded
with a Supreme Victory. You also get to see an animated sequence after the fight. If you do not loose
any energy at all the announcer will say "Perfect". 


KEY 

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

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

PARENTHESIS-What this stuff means 

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

juggle: can only be performed when juggling the opponent. 

midair: can only be performed in midair. 

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

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

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

anti-projectile: goes through projectiles


CHARACTER MOVES

CINDER 

SPECIAL MOVES: 

Flaming Palm-B,B,1 

Red Outline-HCB,2 (immune to ALL projectiles) 

Invisibility-HCB,3 

Flame Torpedo-F,F,P (ground/midair) 

Flame Torpedo-cB,F,P 

Flame Stream-F,F,K 

Flame Stream-cB,F,K 

Flip Kick-F,QCF,K 

SHADOW MOVES: 

Invisible Teleport Front-HCB,1 (flashing line) 

Invisible Teleport Back-H1,HCB,R1 (flashing line) 

Shadow 4 hit + air-H2,F,F,R2 (flashing line, during combo) 

Shadow 4 hit + air-H6,F,QCF,R6 (flashing line, during combo) 

Shadow 3 hit + air-H4,F,QCF,R4 (flashing line, during combo) 

Triple Torpedo Juggle-F,F,3 (flashing line, juggle) 

Triple Torpedo Juggle-cB,F,3 (flashing line, juggle) 

TRANSITION MOVES: 

Flame Torpedo to Diagonal Flame Torpedo-F,F,3,B,B,3 (midair) 

OTHER MOVES: 

Air Combo-cB,Jump,cF,6,B,2 (midair) 

Air Juggle-cB,F,3 (juggle) 

Air Juggle-F,F,3 (juggle) 

Combo Breaker-F,QCF,K 

Retaliation-F,QCF,K 

FINISH MOVES: 

Lava Pool-B,B,B,2 (1 to 2 PLA) 

Meltdown-HCF,4 (1 to 2 PLA 

Humiliation-B,B,B,6 (1 to 4 PLA) 

Ultimate Melt Down-HCB,5 (during combo) 

Ultra Combo-F,F,3 or cB,F,3 (during combo) 

TJ COMBO 

SPECIAL MOVES: 

Single Backfist-cB,F,1 

Double Backfist-cF,B,1 

Double Roll Punch-cB,F,2 (anti-projectile, charge 1 sec.) 

Triple Roll Punch-cB,F,2 (anti-projectile, charge 3 sec.) 

Lunging Punch-cB,F,3 

Winding Uppercut-H3,R3,3 (charge 3 sec.) 

Flying Knee-cB,F,4/6 

Rising Knee-cB,F,5 

SHADOW MOVES: 

Shadow Lunging Punch-H3,B,F,R3 (flashing line, anti-projectile) 

Shadow 3 hit + air-H6,cB,F,R6 (flashing line, during combo) 

Shadow 4 hit + end-H2,cB,F,R2 (flashing line, during combo) 

Shadow 4 hit + end-H3,cB,F,R3 (flashing line, during combo) 

Triple Punch Juggle-cB,F,3 (flashing line, juggle) 

TRANSITION MOVES: 

Rolling Punch to Rising Knee-cB,cF,2,B,5 

Lunging Punch to Single Backfist-cB,cF,3,B,1 

Lunging Punch to Rolling Punch-cB,cF,3,B,2 

Lunging Punch to Sudden Stop-cB,cF,3,B,3 

Lunging Punch to Flying Knee-cB,cF,3,B,6 

OTHER MOVES: 

Air Combo-cB,Jump,cF,5,B,4 (midair) 

Air Combo-cB,Jump,cF,6,B,5 (midair) 

Air Juggle-cB,F,3 (juggle) 

Combo Breaker-B,F,K 

Retaliation-B,F,K 

FINISH MOVES: 

Neck Breaker-B,B,F,F,2 (close) 

Screen Punch-HCF,6 (close) 

Humiliation-D,D,D,1 (1 to 4 PLA) 

Ultimate Screen Punch-HCB,5 (during combo) 

Ultra Combo-cF,B,3 (during combo) 

EYEDOL 

SPECIAL MOVES: 

Shoulder Dash-B,F,1 

Foot Stomp-B+2 

Club Uppercut-B,F,3 (reflects projectiles) 

Fireball-QCF,P (projectile) 

3 Fireballs-B+2,QCF,3 (projectile) 

Jumping Club Forward-B,F,4 (anti-projectile) 

Jumping Club Up-B,F,5 (anti-projectile) 

Jumping Club Back-B,F,6 (anti-projectile) 

TRANSITION MOVES: 

Shoulder Dash to Stop-B,cF,1,B,1 

Shoulder Dash to Club Uppercut-B,cF,1,B,3 

Shoulder Dash to Jumping Club Forward-B,cF,1,B,4 

Shoulder Dash to Jumping Club Up-B,cF,1,B,5 

Shoulder Dash to Jumping Club Back-B,cF,1,B,6 

Foot Stomp to Fast Shoulder Dash-B+2,B,F,1 

Foot Stomp to 3 Fireballs-B+2,QCF,3 

OTHER MOVES: 

Air Juggle-B,F,1 

Combo Breaker-B,F,P 

Retaliation-B,F,3 

FULGORE 

SPECIAL MOVES: 

Flying Uppercut-F,QCF,P (anti-projectile) 

1 Energy Bolt-QCF,P (projectile) 

2 Energy Bolts-B,B,HCF,1 (projectile) 

3 Energy Bolts-F,B,B,HCF,1 (projectile) 

Reflect Shield-QCB,P (reflects projectiles) 

Teleport Front-B,QCB,P 

Teleport Behind-B,QCB,K 

Energy Charge-cB,F,K 

Eye Laserbeam-QCD,6 

SHADOW MOVES: 

Automatic 3 Energy Bolts-QCF,1 (flashing line) 

Shadow Flying Uppercut-H3,F,QCF,H3 (flashing line) 

Shadow 3 hit + air-H5,cB,F,R5 (flashing line, during combo) 

Shadow 4 hit + end-H2,QCF,R2 (flashing line, during combo) 

Shadow 4 hit + end-H3,F,QCF,R3 (flashing line, during combo) 

Shadow Energy Charge-H6,cB,F+R6 (flashing line) 

Triple Energy Bolt Juggle-QCF,1 (flashing line, air juggle) 

TRANSITION MOVES: 

Energy Charge to Flying Uppercut-cB,F,K,QCF,1 

Teleport Front to Flying Uppercut-B,QCB,P,F,QCF,1 

Teleport Back to Flying Uppercut-B,QCB,K,F,QCF,1 

OTHER MOVES: 

Air Combo-cB,Jump,6,F,QCF,2 (midair) 

Air Juggle-B,B,HCF,1 (juggle, hits 1x) 

Air Juggle-F,B,B,HCF,1 (juggle, hits 2x) 

Combo Breaker-F,QCF,P 

Retaliation-F,QCF,P 

FINISH MOVES: 

Eye Laser-HCB,3 (1 PLA) 

Machine Gun-HCF,6 (1 to 4 PLA) 

Humiliation-HCF,5 (1 to 4 PLA) 

Ultimate Machine Gun-QCD,2 (during combo) 

Ultra Combo-F,QCF,1 (during combo) 

GLACIUS 

SPECIAL MOVES: 

Blade Uppercut-QCD,1 

Shoulder Charge-CB,F,P 

Bouncing Iceball-QCF,P (projectile) 

Puddle Teleport-QCF,4 

Puddle Uppercut-QCF,5/6 (goes under ALL projectiles) 

SHADOW MOVES: 

Fast Bouncing Iceball-H1,QCF,R1 (flashing line) 

Shadow 3 hit + end-H5,QCF,R5 (flashing line, during combo) 

Shadow 3 hit + air-H6,QCF,R6 (flashing line, during combo) 

Shadow 4 hit + air-H1,QCD,R1 (flashing line, during combo) 

Shadow 4 hit + air-H3,QCF,R3 (flashing line, during combo) 

Triple Puddle Juggle-QCF,6 (flashing line, juggle) 

TRANSITION MOVES: 

Puddle Uppercut to Teleport Uppercut-QCF,5,CF,QCF,6/QCB,6 

Puddle Uppercut to Teleport Uppercut-QCF,6,CF,QCF,5/QCB,5 

Puddle Teleport to Blade Uppercut-QCF,4,QCD,1 

Puddle Teleport to Shoulder Charge-QCF,4,CF,B,P 

OTHER MOVES: 

Air Combo-CB,Jump,6,CF,B,5 (midair) 

Air Juggle-QCF,6 (juggle) 

Combo Breaker-B,F,P 

Retaliation-QCF,K 

FINISH MOVES: 

Blob Engulf-HCB,5 (1 PLA) 

Needle Stab-HCF,2 (1 to 2 PLA) 

Acid Puddle-B,B,B,6 (1 to 4 PLA) 

Humiliation-F,F,B,4 (1 to 4 PLA) 

Ultimate Acid Pool-QCD,1 (during combo) 

Ultra Combo-cB,F,3 (during combo) 

JAGO 

SPECIAL MOVES: 

Yellow Fireball-H1,QCF,R1 (hits anti-projectile moves) 

Green Fireball-QCF,P (projectile) 

Flying Uppercut-F,QCF,P (anti-projectile) 

Green Sword-QCD,3 

Flying Heel Kick-QCD,K (anti-projectile) 

Fast Heel Kick-H6,QCD,R6 (anti-projectile) 

SHADOW MOVES: 

Fast Red Fireball-H3,QCF,R3 (flashing line) 

Shadow Fast Heel Kick-H6,QCD,R6 (flashing line) 

Shadow 3 hit + end-H5,QCD,R5 (flashing line, during combo) 

Shadow 3 hit + air-H2,F,QCF,R2 (flashing line, during combo) 

Shadow 4 hit + end-H3,F,QCF,R3 (flashing line, during combo) 

Triple Fireball Juggle-H2,QCF,R2 (flashing line, juggle) 

OTHER MOVES: 

Air Combo-cB,Jump,cF,6,QCD,5 (midair) 

Air Juggle-H2,QCF,R2 (juggle) 

Combo Breaker-F,QCF,P 

Retaliation-F,QCF,P 

FINISH MOVES: 

Sword Stab-B,F,F,1 (close) 

Falling Car-B,B,F,F,2 (1 to 4 PLA) 

Humiliation-HCB,5 (1 to 4 PLA) 

Ultimate Sword Stab-HCF,3 (during combo) 

Ultra Combo-QCD,4 (during combo) 

ORCHID 

SPECIAL MOVES: 

Sabre Charge-QCD,1/2 

Tiger Charge-cB,F,P (anti-projectile) 

Laser Boomerang-QCF,P (projectile) 

Swinging Sabre-QCD,3 

Helicopter Kick-cB,F,K 

SHADOW MOVES: 

Shadow Sabre Charge-QCD,2 (flashing line) 

Shadow Tiger Charge-H3,cB,F,R3 (flashing line, anti-projectile) 

Shadow 3 hit + air-H5,cB,F,R5 (flashing line, during combo) 

Shadow 4 hit + air-H3,QCD,R3 (flashing line, during combo) 

Shadow 4 hit + air-H4,cB,F,R4 (flashing line, during combo) 

Triple Boomerang Juggle-QCF,1 (flashing line, juggle) 

OTHER MOVES: 

Air Combo-cB,Jump,cF,3/6,B,2 (midair) 

Air Combo-cB,Jump,cF,5,B,1 (midair) 

Air Juggle-QCF,1 (juggle) 

Combo Breaker-B,F,K 

Retaliation-cB,F,K 

FINISH MOVES: 

Frog Squash-D,F,B,4,6 (close) 

Heart Attack-B,F,F,1 (close to 4 PLA) 

Humiliation-HCB,3 (1 to 4 PLA) 

Ultimate Heart Attack-QCD,5 (during combo) 

Ultra Combo-cB,F,2 (during combo) 

RIPTOR 

SPECIAL MOVES: 

Slashing Claw-QCD,1 

Charge Attack-cB,F,P 

Spit Fireball-QCB,P (projectile, midair/ground) 

Breathe Fire-QCD,3 

Leaping Kick-cB,F,K (anti-projectile) 

Leaping Kick-cF,B,4/5 (anti-projectile) 

Tail Flip-QCD,K (anti-projectile) 

Air Tail Flip-QCD,6 (midair) 

SHADOW MOVES: 

Fast Blue Fireball-H2,QCB,R2 (flashing line) 

Shadow 3 hit + air-H6,CB,F,R6 (flashing line, during combo) 

Triple Fireball Juggle-QCB,1 (flashing line, juggle) 

TRANSITION MOVES: 

Charge Attack to Breathe Fire-cB,cF,3,B,3 

Charge Attack to Tail Flip-cB,cF,3,B,4 

Charge Attack to Leaping Claw-cB,cF,3,B,5 

Leaping Kick to Midair Fireball-cB,F,6,QCB,3 (midair) 

Leaping Kick to Air Tail Flip-cB,F,6,QCD,6 (midair) 

OTHER MOVES: 

Air Combo-cB,Jump,cF,6,B,5 (midair) 

Air Juggle-QCB,1 (juggle) 

Combo Breaker-B,F,K 

Retaliation-B,F,K 

FINISH MOVES: 

Eat Player-HCF,2 (1 PLA) 

Spit Acid-B,B,B,5 (1 to 4 PLA) 

Tail Stab-F,F,B,6 (1 PLA) 

Humiliation-D,D,F,F,3 (1 to 4 PLA) 

Ultimate Eat Player-HCF,1 (during combo) 

Ultra Combo-cB,F,4 (during combo) 

SABREWULF 

SPECIAL MOVES: 

Flaming Bat-QCB,P (projectile) 

Spinning Claw-cB,F,P (stops flashing line) 

Spinning Claw-cF,B,2 

Rolling Claw-cB,F,4 (stops flashing line, anti-projectile) 

Charging Claw-cB,F,5 

Leaping Claw-cB,F,6 (anti-projectile) 

Energy Howl-QCD,6 (starts flashing line) 

SHADOW MOVES: 

Double Spinning Claw-cB,F,P (flashing line) 

Double Rolling Claw-cB,F,4 (flashing line) 

Shadow 3 hit + air-H1,cB,F,R1 (flashing line, during combo) 

Shadow 4 hit + end-H4,cB,F,R4 (flashing line, during combo) 

Shadow 4 hit + air-H5,cB,F,R5 (flashing line, during combo) 

Shadow 4 hit + air-H6,cB,F,R6 (flashing line, during combo) 

Double Claw Juggle-cB,F,6 (flashing line, juggle) 

TRANSITION MOVES: 

Charging Claw to Rolling Claw-cB,cF,5,B+4 

Charging Claw to Charging Claw-cB,cF,5,B+5 

Charging Claw to Leaping Claw-cB,cF,5,B,6 

OTHER MOVES: 

Air Combo-cB,Jump,cF,6,B,5 (midair) 

Air Juggle-cB,F,6 (juggle) 

Combo Breaker-B,F,K 

Retaliation-cB,F,K 

FINISH MOVES: 

Claw Stab-B,B,B,5 (close) 

Screen Punch-B,B,F,2 (1 PLA) 

Humiliation-F,F,1 (1 to 4 PLA) 

Ultimate Claw Stab-HCF,3 (during combo) 

Ultra Combo-cF,B,4 (during combo) 

SPINAL 

SPECIAL MOVES: 

Morph Combo-D,D,P/K (during combo) 

Absorb Shield-HB,1 (absorbs special moves for skulls) 

Shield Charge-F,F,P 

Teleport Front-D,D,P 

Teleport Behind-D,D,K 

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

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

Flaming Sword-cB,F,2 

Flaming Sword-cF,B,2 

SHADOW MOVES: 

Flaming Skull-QCF,P (must have 1 skull) 

Double Flaming Sword-cB,F,2 (must have 1 skull) 

Fast Red Fireball-H1/2/3,QCF,R1/2/3 (must have 3 skulls) 

TRANSITION MOVES: 

Shield Charge to Sword Slash-F,cF,2/3,B+2 

Teleport Front to Teleport Behind-D,D,3,D,D,1 

Teleport Behind to Teleport Front-D,D,6,D,D,1 

OTHER MOVES: 

Air Combo-cB,Jump,cF,6,B,5 (midair) 

Air Juggle-QCF,1 (juggle, must have 1 skull) 

Combo Breaker-F,F,P 

Retaliation-D,D,P 

FINISH MOVES: 

Skeleton Grab-B,B,B,5 (1 to 4 PLA) 

Shield Stab-B,B,F,4 (close) 

Humiliation-HCF,6 (1 to 4 PLA) 

Ultimate Shield Stab-QCD,1 (during combo) 

Ultra Combo-HCF,3 (during combo) 

CHIEF THUNDER 

SPECIAL MOVES: 

Flying Mohawk-QCB,1/2 

Flying Mohawk-HCB,3 

Spinning Chop-cB,F,P 

Spinning Chop-cF,B,2 (anti-projectile) 

Tomahawk Dive-QCB,3 (midair) 

Firebird Throw-QCF,K (projectile, control w/joystick) 

SHADOW MOVES: 

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

Giant Red Firebird-QCF,5 (flashing line) 

Small Red Firebird-H5,QCF,R5 (flashing line) 

Shadow 3 hit + air-H3,cB,F,R3 (flashing line, during combo) 

Shadow 3 hit + end-H6,QCF,R6 (flashing line, during combo) 

Shadow 4 hit + air-H2,QCB,R3 (flashing line, during combo) 

Shadow 4 hit + air-H3,HCB,R3 (flashing line, during combo) 

Triple Firebird Juggle-QCF,4 (flashing line, juggle) 

TRANSITION MOVES: 

Flying Mohawk to Tomahawk Dive-HCB,3,QCB,3 

Flying Mohawk to Shadow Dive-HCB,H3,QCB,R3 (flashing line) 

OTHER MOVES: 

Air Dive-QCB,3 (midair) 

Air Juggle-QCF,1 (juggle) 

Combo Breaker-HCB,P 

Retaliation-HCB,P 

FINISH MOVES 

Rain Dance-HCF,3 (1 PLA) 

Axe Uppercut-HCB,6 (close) 

Humiliation-D,F,F,4 (1 to 4 PLA) 

Ultimate Rain Dance-QCD,2 (during combo) 

Ultra Combo-cB,F,1 (during combo) 

LEGAL

This FAQ cannot be reproduced without first contacting me by e-mail and
receiving a written reply allowing you to do so.  Also, it cannot be
reproduced without being shown in it's unaltered, original form and
entirety, including this disclaimer.  Allowing you to use any part of this
FAQ does not give you ownership of this document.  You may put it up on your
site, etc. as long as you do not alter it in any way. This FAQ was created
and is (c) and owned by Bryan Dawson. All copyrights and trademarks are
acknowledged that are not specifically mentioned in this FAQ.