## Glitch and Combo FAQ by Dr Dogg

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```Dr Dogg's KI Combos, Glitches, & Tricks
drdogg@fiestanet.com

CONTENTS

1) Key to Combos

2) Individual Combos

3) Tricks

4) Glitches

KEY TO COMBOS

GENERAL:

" , " can be substituted by "then".

" + " can be substituted by "and".

" / " can be substituted by "or".

" * " indicates that something is unconfirmed by me.

All charge moves must be held for at least 2 seconds

Example #1: "H6,QCD,R6" should be read as, hold low fierce and rotate the joystick in a quarter
circle down/back motion (DF,D,DB), then while the joystick is STILL held in the DB position,
release low fierce.

Example #2: "cB,F+3" should be read as, charge back (2 seconds) then press forward, then while
the joystick is still held in the forward position, press fierce high attack.

BUTTONS

H=Hold

R=Release

c=Charge

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

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

JOYSTICK

B=Back

F=Forward

DF=Down Forward

D=Down

DB=Down Back

c=Charge

QCB=Quarter Circle Back (D,DB,B)

QCF=Quarter Circle Forward (D,DF,F)

HCB=Half Circle Back (F,DF,D,DB,B)

HCF=Half Circle Forward (B,DB,D,DF,F)

QCD=Quarter Circle Down/Back (DF,D,DB)

QCDF=Quarter Circle Down/Forward (DB,D,DF)

CONNECTORS

Moves within a combo which hits the opponent multiple times and keeps the combo going.
Connectors will sometimes end the combo after a certain amount of hits.

Column 1:The motion for the connector move.

Column 2:The number of hits the connector move produces.

Column 3:The move(s) that the connectors can be performed after.

ENDINGS

Moves used after connector moves which end the combo. It is sometimes possible to juggle
opponents after an ending move. If the energy bar line is flashing when you juggle the opponent,
some characters will receive two additional juggle hits. Endings can be used after ANY connector
moves.

Column 1:The motion for the ending move.

Column 2:The number of hits the ending move produces.

_ + end:You cannot juggle the opponent after the ending move.

_ + air:You can juggle the opponent after the ending move.

COMBOS

normal:The combo has nothing special about it.

stun:The combo stuns the opponent.

ultra:The combo is an Ultra Combo.

ultimate:The combo is an Ultimate Combo.

wait:Indicates that you are about to perform a juggle move.

Example:cB,1,F,2,wait,QCF,1

Charge back while you press 1, then press forward+2 to perform the charge move. This charge
move happens to end the combo and knock your opponent into the air. Wait for your opponent to
start falling then press QCF,1 to juggle your opponent with your juggle move.

PARENTHESIS

(crouching):The opponent must be crouching.

(flashing line):Your energy line must be flashing to perform this combo.

(midair):The move has to be performed in midair.

(standing):The opponent must be standing.

INDIVIDUAL COMBOS

CINDER

CONNECTORS

cF,B,1          2 hits              N/A

4                   2 hits              after F,F,1 (midair)

1                   3 hits              after F,F,2

2                   3 hits              after cF,B,1 or Jump6

ENDINGS

F,F,2            4 + air

F,QCF+5     4 + air

F,QCF+6     4 + air

COMBOS

Normal

11:Jump,6,2,F,F,1,F,QCF,6,wait,F,F,3

15:F,F,2,cF,1,B,1,2,F,QCF,5/6,wait,F,F,3

17:F,F,2,cF,1,cB,1,4,F,3,cB,4,F,2,wait,F,F,3

Ultimate

11:F,F,2,cF,1,B,1,2,HCB,5

Ultra

29:F,F,2,cF,1,B,1,2,F,F,3,wait,F,F,3

TJ COMBO

CONNECTORS

cF,B,1           2 hits             N/A

5                   3 hits              cF,B,1 or cB,F,4/6

ENDING

cB,F,2           3 + air

cB,F,6           3 + air

cB,F,3           4 + end

cB,F,1           4 + air

COMBOS

*** -Indicates that the roll must hit the opponent 3 times.

Normal

20:cB,F,2,cF,B,1,cF,5,B,1,cF,5,cB,1,F,1,wait,cB,F,3 (***)

23:cB,F,2,cF,B,1,cF,5,B,1,cF,5,cB,1,F,1,wait,cF,cB,1,F,6,wait,cB,F,3(***)

Ultra

34: cB,F,2,cF,B,1,cF,5,B,1,cF,5,B,1,cF,4,B,3,wait,cB,F,3 (***)

40:cB,F,2,cF,B,1,cF,5,B,1,cF,5,B,1,cF,4,5,5,B,3,wait,cF,cB,1,F,6,wait,cB,F,3(***)

FULGORE

CONNECTORS

5                   2 hits              after cB,F,6

QCD,6          2 hits             N/A

1                   3 hits              after cB,F,6 or QCD,6

2                   3 hits              after Jump,6

6                   3 hits              after cB,F,6

ENDINGS

CB,F,5         3 + air

B,QCB,1      4 + end

QCF,2          4 + end

F,QCF,3       4 + end

COMBOS

Stun

3:cB,F,6,QCD,6,3/6

4:cB,F,6,5,F,QCF,2

Normal

8:Jump,6,2,F,QCF,3

13:cB,F,6,6,QCD,6,1/6,F,QCF,3

14:cB,F,6,6,QCD,6,cB,1/6,F,5,wait,F,B,B,HCF,1

Ultra

29:cB,F,6,6,QCD,6,1/6,F,QCF,1,wait,F,B,B,HCF,1

32:cB,F,6,6,QCD,6,1/6,F,QCF,1,wait,QCD,6,cB,F,5,wait,F,B,B,HCF,1

GLACIUS

CONNECTORS

1                  2 hits              after cB,F,3

cF,B,2          2 hits             N/A

3                  2 hits              after cB,F,2

2                  3 hits              after cB,F,2/3 or Jump6

4                  3 hits              after QCF,5

6                  3 hits              after QCF,5

ENDINGS

QCF,5         3 + end

QCF,6         3 + air

QCD,1         4 + air

QCF,3          4 + air

COMBOS

Stun

3:cDB,3,F,3,D,3

Normal

14:cB,F,3,cF,2,B,2,2,QCF,3,wait,QCF,6

14:QCF,5,cF,6,B,2,2,QCF,3,wait,QCF,6

Ultra

28:cB,F,3,cF,2,cB,2,2,F,3,wait,QCF,6

28:QCF,5,cF,6,cB,2,2,F,3,wait,QCF,6

32:cB,F,3,cF,2,cB,2,2,F,3,wait,cF,B,2,QCF,3,wait,QCF,6

32:QCF,5,cF,6,cB,2,2,F,3,wait,cF,B,2,QCF,3,wait,QCF,6

JAGO

CONNECTORS

2                   2 hits              after Jump6

QCD,3          2 hits              N/A

4                   2 hits              after QCD,5

5                   3 hits              after QCD,6

ENDINGS

F,QCF,1       2 + end

F,QCF,2       3 + air

F,QCF,3       4 + end

COMBOS

Stun

3:QCD,4,QCD,4,QCD,4

Normal

7:Jump,6,2,F,QCF,3

14:QCD,6,5,QCD,3,5,5,F,QCF,3

15:QCF,1,pause,QCD,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first)

16:QCF,1,pause,QCD,6,cB,F,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first)

Ultra

28:QCD,6,5,QCD,3,5,5,QCD,4

30:QCF,1,pause,QCD,6,cB,F,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first)

ORCHID

CONNECTORS

cF,B,5          2 hits N/A

1                  3 hits after cF,B,5 or cB,F,6

6                  3 hits after cB,F,3

ENDINGS

cB,F,5          3 + air

QCD,3         4 + air

cB,F,4          4 + air

COMBOS

Stun

4:cDB,3,F,1,1 (standing)

4:cB,F,2,6,QCD,2

Normal

8:QCD,2,QCD,1,3,QCD,3,wait,QCF,1

20:cB,F,3,cF,6,B,5,cB,1,F,6,1,QCD,3,wait,QCF,1

30:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,QCD,2,QCD,1,QCD,3,wait,QCF,1

30:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,1,QCD,3,wait,QCF,1 (first kick must hit once)

Ultra

44:cB,F,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,1,QCD,2,QCD,1,F,2,wait,QCF,1

46:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,cB,1,F,2,wait,QCF,1 (first kick must hit once)

RIPTOR

CONNECTORS

cF,B,4           2 hits              N/A

2                   2 hits              after cB,F,1 or Jump,6

1                   3 hits              after cB,F,4

5                   3 hits              after cB,F,3

ENDINGS

QCB,3          4 + end

QCD,1          4 + air

COMBOS

Stun

3:cDB,3,cF,3,B,3 (standing)

3:cB,cF,3,B,3,3

Normal

6:cB,F,1,cB,2,F,1,2

14:cB,F,3,cB,5,F,4,5,QCD,1,wait,QCB,1

16:cB,cF,4,1,B,4,1,4,QCB,3,wait(not long),QCB,1

Ultra

29:cB,cF,4,1,cB,4,1,4,F,4,wait,QCB,1

SABREWULF

CONNECTORS

cF,B,2          2 hits               N/A

5                   2 hits              after cB,F,1

2                   3 hits              after cB,F,4/6

3                   3 hits              after cB,F,4

6                   3 hits              after cB,F,2/3

ENDINGS

cB,F,1           3 + air

cB,F,4           4 + end

cB,F,5           4 + air

cB,F,6           4 + air

COMBOS

Stun

2:cB,cF,5,B,5

4:cDB,3,F,3,D,3 (standing)

4:cDB,6,F,3,D,6

Normal

17:cB,F,4,cB,2,F,2,cB,2,1/4,F,5/6,wait,cB,F,6 (flashing line)

17:cB,F,4,cB,2,F,2,cB,6,1/4,F,5/6,wait,cB,F,6 (flashing line)

21:cB,F,4,cB,2,F,2,cB,6,1/4/F,5/6,wait,cF,cB,2,F,4 (flashing line)

15:cB,F,6,cF,2,B,2,cB,2,F,6,wait,cB,F,6 (flashing line)

Ultra

32:cB,F,4,cB,2,F,2,2,1/4,B,4,wait,cB,F,6 (flashing line)

32,cB,F,4,cB,2,cF,2,6,1/4,B,4,wait,cB,F,6 (flashing line)

35:cB,F,4,cB,2,cF,2,6,1/4,B,4,wait,cF,cB,2,F,4

SPINAL

CONNECTORS

cF,B,2           2 hits             N/A (must have 1 skull)

5                   2 hits             after F,F,2

6                   2 hits             after F,F,3

2                   3 hits             after F,F,3

3                   3 hits             after F,F,1 or cB,F+2 or cF,B+2

ENDINGS

F,F,1             3 + end

F,F,2             3 + end

F,F,3             4 + end

vs. Cinder

D,D,1 (4 + air) D,D,2 (4 + air) D,D,3 (4 + air)

D,D,4 (4 + air) D,D,5 (4 + air) D,D,6 (4 + air)

vs. TJ Combo

D,D,1 (3 + air) D,D,2 (4 + end) D,D,3 (4 + end)

D,D,4 (3 + air) D,D,5 (3 + air) D,D,6 (4 + air)

vs. Fulgore

D,D,1 (? + ???) D,D,2 (? + ???) D,D,3 (? + ???)

D,D,4 (? + ???) D,D,5 (? + ???) D,D,6 (? + ???)

vs. Glacius

D,D,1 (4 + air) D,D,2 (4 + air) D,D,3 (3 + air)

D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end)

vs. Jago

D,D,1 (2 + end) D,D,2 (3 + end) D,D,3 (4 + end)

D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end)

vs. Orchid

D,D,1 (4 + end) D,D,2 (? + ???) D,D,3 (? + ???)

D,D,4 (4 + air) D,D,5 (? + ???) D,D,6 (? + ???)

vs. Riptor

D,D,1 (4 + end) D,D,2 (4 + air) D,D,3 (3 + end)

D,D,4 (3 + air) D,D,5 (3 + air) D,D,6 (3 + air)

vs. Sabrewulf

D,D,1 (3 + air) D,D,2 (4 + end) D,D,3 (? + ???)

D,D,4 (4 + air) D,D,5 (4 + air) D,D,6 (4 + air)

vs. Spinal

D,D,1 (3 + end) D,D,2 (3 + end) D,D,3 (4 + end)

D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (4 + end)

vs. Chief Thunder

D,D,1 (3 + air) D,D,2 (4 + air) D,D,3 (4 + air)

D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end)

COMBOS

Normal

7:F,F,2,5,F,F,3

8:F,F,1,3,F,F,3

8:F,F,3,2,F,F,3

14:cB,F,2,cF,3,B,2,3,F,F,3 (must have 1 skull)

15:cB,F,2,cF,3,B,2,3,D,D,1/2/3/4/5/6,wait,QCF,1 (only works vs some opponents)

Ultra

29:cB,F,2,cF,3,B,2,3,HCF,3,wait,QCF,1 (must have 1 skull, juggle only works in corner)

CHIEF THUNDER

CONNECTORS

F,2                 2 hits              after cB,F,3

F/B,6              3 hits              after cB,F,3

cF,B,2            3 hits              N/A

ENDINGS

cB,F,3            3 + end

QCF,6            3 + end

HCB,2            4 + air

HCB,3            4 + air

COMBOS

Normal

15:cB,F,3,cF,6,B,2,1,HCB,3,wait,QCF,4

Ultra

29:cB,cF,3,6,cB,2,1,F,1,wait,QCF,4

33:cB,cF,3,6,cB,2,1,F,1,wait,cF,B,2,HCB,2,wait,QCF,4

TRICKS

Turbo Mode:

At the player selection screen, have both players hold 1+2+3+right immediately after picking their
character. Keep holding 1+2+3+right until the game starts. This will make the fight go super fast for
one fight only. You performed this trick correctly if you hear a "swoosh" sound.

High Scores Table:

During the demo mode, press up on one of joysticks to view the high scores.

Change Character Color:

At the character selection screen, pressing up or down will change the color of your character. You
cannot choose the same color your opponent chose.

Random Select Character:

At the character selection screen, hold up and press start. A random character will be chosen for
you.

Combo Breaker:

During the animated sequence before the fight, hold down+start on both controllers. The effects of
this trick are unknown during a 2 player game. However, when playing one player, this trick will
allow the computer to perform shadow moves without doing a combo breaker. You performed this
trick correctly if you hear the announcer say "combo breaker".

Stage and Music Select:

When you are at the character selection screen, holding up or down on the joystick and pressing a
button will choose either the stage or music from a specific stage. If you are the first person to choose
your character, you get to choose the stage. If you are the second person to choose, you get to
choose the music from a stage. The joystick direction and buttons needed for each stage are listed
below:

Wooden Bridge: D,1

Bloody Alter: D,2

Lava Bridge: D,3

Chicago Street: D,4

Room w/fireplace: D,5

Small Sky Arena: D,5 (both players)

Factory: D,6

Ice Temple: U,1

Infinite Caves: U,2

Ice Sculpture: U,3

Castle Roof: U,4

Roof in Chicago: U,5

Desert Roof: U,6 or D,Start

Glitches

TJ COMBO

Midair Ultra Combo:

Play on any of the rooftop stages and make sure your opponent is in the corner when they have just a
little bit of energy left. Do the Double Backfist (CF,B,1). Immediately perform the Ultra Combo after
the Double Backfist. The Double Backfist will knock the opponent off the roof but TJ Combo will
start to do the ultra as they are falling. The opponent will mysteriously start flying upward and they
will be spitting blood all over the place while in midair.

FULGORE

Mini Fulgore:

When playing on the Desert Roof stage (U+6 or D+Start), get the opponent into the edge and
perform this combo: B,F,6,B,5,B,QCB,4 and when Fulgore appears on the other side of the
opponent, he will be half his normal size.

GLACIUS

Stuck together:

Play Glacius verses Glacius on any nonscrolling stage. Get both Glacius's in the corner next to each
other and have them do the Puddle Teleport at the same time. They will both appear in the same
place and they will be stuck together. You can get unstuck by jumping.

No Ultimate:

Perform the Ultimate Combo with 6 hits or more and when the opponent is about to be engulfed by
the puddle, they bounce away and remain dizzy. It still counts as an Ultimate Combo but the
opponent doesn't die.

ORCHID

Frog No Mercy Glitch:

Perform the frog No Mercy (D,F,B,4), then hold up and tap any attack button rapidly. Orchid will
leap into the air and hit the frog. The frog will turn into the normal character except they will look all
green and distorted.

Stuff to do after the No Mercy Glitch:

cB,F,2 and Orchid will start her Ultra Combo.

Press 6 and Orchid will disappear then reappear.

Rooftop Stages: knock them off the roof with a special move.

SPINAL

Midair Morph Combo:

Perorm a combo with Spinal then do the opponent morph move. Immediately after pressing the
button tap up and Spinal will perform the morph combo while in midair. The actual motion is:
D,D,1/2/3/4/5/6,U

If you perform a specific Midair Morph Combo against certain players, Spinal will stay morphed as
the gray opponent after missing them with the combo. Spinal will be able to perform all of the
opponent's moves (including finishing moves) while he is morphed. Spinal can block moves, but if he
gets hit or jumps he will morph back into Spinal. Also, when you are morphed as your opponent,
Spinal's name changes to the opponent's name.

D,D,4,Up (vs. Jago)

D,D,1,Up (vs. Chief Thunder)

CHIEF THUNDER

Missing Firebird:

Perform the Firebird Throw (QCF,4), then quickly hold the joystick back. Chief Thunder will stick
out his hand but nothing will come out.

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.```

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