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    Glitch and Combo FAQ by Dr Dogg

    Updated: 01/01/70 | Printable Version | Search This Guide

    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. 
    
    shadow:The combo is a shadow combo. 
    
    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) 
    
    Shadow 
    
    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 
    
    Stay Morphed as your Opponent: 
    
    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.