hide results

    FAQ/Move List by Dr Dogg

    Version: 5.0 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    Dr Dogg's Killer Instinct Gold FAQ
    Version 5.0
    This is my KI Gold Faq. It was once a KI2 Faq but has since been converted
    into KI Gold for use with the Nintendo 64 version of the game. If you happen
    to find any errors within this text please give me an e-mail at
    drdogg@fiestanet.com. Thanks and enjoy.
    1) Contents 
    2) General Info 
    3) Key to Moves 
    4) Character Moves 
    5) Combos 
    6) Credits
    General Info
    Regular Moves
    Regular moves are simply basic punches and kicks. They range from quick
    hits that donít do much damage, to slow, heavy damage hits that take a nice
    portion of energy. 
    Special Moves 
    Special moves are 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 to perform.
    Transition Moves
    Transition moves are two special moves combined into one. After the
    initial move begins, you can then change to a second special move either
    before or immediately after connecting with the oppenent. Transition moves
    are useful for confusing opponents and starting combos.
    Combo Theory 
    KI Gold has an enhanced combo system over the original KI combo system.
    Every character now has the same pattern by which to do combos. You must
    first start with a lead-in (opener) move. For example, Kim Wu's Tornado
    Kick with 6. An opener must then be followed by an auto double. The auto
    doubles in KI Gold are done by simply pressing the button directly lower
    in strength. It can be punch or kick. For example, after Kim's Kick with
    6, you would press either 5 or 2 for the auto double. After the auto
    double, you then do another special move. With Kim Wu let's do her
    Firecracker with 2. Follow that up with another auto double by pressing
    1 or 4. Then end the combo. Now this is where it gets tricky. Every
    character in KI Gold has four regular combo enders and one special combo
    ender. In order to get the maximum number of hits from a combo ender, you
    must build them up. Everytime you use a different regular ender, it adds
    a hit to it. Once you've used all four regular enders, you will get four
    hits for the remainder of that round. After this has been accomplished,
    you can achieve five hits by doing the special ender. However, if you try
    to end a combo with the special ender before youíve done the other four,
    you will only get a single hit out of it. The more enders you use, the
    more hits your Ultra Combo will be. If you use all five different enders,
    you will get the maximum number of hits in your Ultra Combo. A list of all
    the combo enders can be found in the Combos section of this FAQ.
    Basic Combos
    Basic Combos are several moves strung together which are unblockable after
    the first hit. After you perform a combo, itís type and number of hits will
    appear on the screen. 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+)
    Stun Counters
    A Stun Counter is a special kind of block that will stun your opponent. If
    timed right, it will show up as a tan-colored explosion around the area of
    contact. Counters will only work against non-special moves. This means that
    you can counter a regular move much easier than in the original KI. It will
    only work if the opponent uses 2, 3, 5, or 6. Charge Back and press 1 to do
    a counter. It's the same for all characters. 
    Stun Reversal 
    After a Stun Counter has been performed, you can use a Stun Reversal to
    triple the number of hits for certain special moves. For example, if you
    do Jago's Stun Reversal, instead of doing a standard single hit Wind Kick,
    he will do a triple Wind Kick hitting the opponent three times. Each
    characters Stun Reversal is listed in the Character Moves section of this
    Stun Dizzy 
    After a Stun Counter has been performed, you can use a Stun Dizzy to dizzy
    your opponent and open them up for a combo or anything else you wish to do.
    A Stun Dizzy is basically a single move which will dizzy your opponent.
    Each characters Stun Dizzy is listed in the Character Mives section of this
    Special Move Counter -- Rock/Paper/Scissors
    In KI Gold, Rare has added a new way to counter your opponents special
    moves. You must start your special move just after your opponent starts
    theres. For example, if Jago does his Wind Kick, you must start your
    special move before the Wind Kick hits you. There will be a small orange
    colored explosion, and your special move will take presidence. You can
    then start a combo or do whatever you would normally do after the move.
    Each characterís special moves are catergorized as either a rock, paper or
    scissor move. All rock moves will beat scissor moves, scissor will beat
    paper and paper will be rock. In the training mode found in KI Gold, you
    will learn how to counter. 
    A throw in KI Gold is the same as a throw in any other fighting game,
    however in KI Gold you can perform an air combo immediately after. You can
    do a throw by pressing either F+3 or F+6 depending on the character. You
    can use them, in combos, or just as a regular throw. To initial a combo
    with a throw, simply follow a throw with a jump kick or punch, then proceed
    with an air combo.
    Counter Throws 
    Counter throws can be used in or out combos in order to counter someone
    trying to throw you. By performing a throw just before your opponent tries
    something, you can counter most normal and special moves also. To execute
    a counter throw, simply do your characters normal throw.
    Super Meter
    The super meter is the bar found below your normal energy bar. When charged
    it allows you to do super moves and linkers. In order to charge your super
    meter, you must be the aggressor in the fight. This means that you can't
    just sit back and do regular punches and kicks. You must connect with
    either a move or combo, or do a combo breaker. By doing so it will fill
    five boxes with red, then flash red, then fill with yellow, then flash
    yellow and red. Each super move or linker will drain your super meter by
    a small portion depending on the move.
    Super Moves
    Super Moves are moves that can only be done when your super meter is
    charged up accordingly. You can use them as enders or linkers in combos,
    or as a single, powerful move. Super moves can also be used as air juggles.
    In some cases, after a combo has been completed you can tack on a super
    move while your opponent is falling to the ground.  Every character has
    five super moves and linkers. All super moves can be found in the Character
    Moves section of this FAQ.
    Auto Combos
    Auto combos are simply basic KI combos with a new name. If you use an auto
    double in your combo, it will be designated as an auto combo.
    Manual Combos 
    Manual combos are combos in which you don't use any auto doubles. That
    means that every button pressed counts as only one hit. There is no
    advantage to using maunal combos over auto combos or vice versa.
    Super Combo 
    A super combo is a special type of combo which can only be activated by
    peforming a super move after you have strung together at least 2 other
    hits. It's just a basic combo that ends in a super move. Your super meter
    must be charged accordingly to do them.
    Mini Ultra Combo
    A mini ultra is another 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. It can only be performed when the opponent's first energy
    bar is flashing green. The combo must be done so that your opponent will
    have no remaining energy left when the combo is completed. All mini ultras
    can be found in the Character Moves section of this FAQ.
    Ultra Combo
    An ultra combo special type of combo which can only be activated by a
    certain unique joystick and button combination after you have strung
    together at least 2 hits. They can only be performed when the opponent's
    second energy bar is flashing red. The more combo enders you've done, the
    more hits your ultra combo will be. If you've done all five combo enders,
    you will get a greater number of hits than if you only complete one ender.
    You can also add a super move to your ultra combo by performing it toward
    the end of an ultra combo. All ultra combos can be found in the Character
    Moves section of this FAQ.
    No Mercy
    Every character can do one of their ultimates outside of a combo. Your
    opponents second energy bar must be flashing red. However, no mercies can
    now be blocked or avoided. You can perform a no mercy as many times as you
    like during a match (given the right conditions), but it will leave you
    open for quite some time after youíve completed the move. All no mercies
    can be found in the Character Moves section of this FAQ.
    Ultimate Combo
    An ultimate combo, like an ultra combo is a special type of combo which can
    only be activated by a certain joystick and button combination after you
    have strung together at least two other hits. Ultimate combos basically end
    with a no mercy and can only be performed when the opponent's second energy
    bar is flashing red.  All ultimate combos can be found in the Character
    Moves section of this FAQ.
    Combo Breaker
    Combo breakers are special moves which are used to stop combos and must be
    performed between hits in a combo. After you do a combo breaker, your super
    meter will raise three blocks. You do not need to charge combo breaker
    moves. When using combo breakers, punches break kicks and kicks break
    punches. It is no longer necessary to use the appropriate strength.
    Ultra Combo Breaking
    There is now a way to break ultra combos. You must first have your super
    meter fully charged, then simply do one of your characters super moves. An
    ultra combo breaker can only be performed during the initial part of an
    ultra combo. After a certain amount of time, you will no longer be able to
    break an ultra combo. All ultra combo breakers can be found in the
    Character Moves section of this FAQ.
    Retaliation Moves
    Retaliation moves are special moves which can only be performed while you
    are getting up after hitting the ground. These moves can often catch the
    opponent offguard and can be used to defend against any unblockable moves
    opponents may use while you are grounded. All retaliation moves can be
    found in the Character Moves section of this FAQ.
    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 will
    simply go through them. Air juggle moves don't take off much energy but
    they do add one extra hit to the combo. When you do an air juggle, the word
    juggle will appear under the combo name and percentage. All air juggles can
    be found in the Character Moves section of this FAQ.
    Multi-Hit Juggle
    Multi-hit juggles are air juggles that you can do after you've hit an
    opponent with an air combo. For example, if you're Jago and your opponent
    is in the air and you do a jump kick, then air combo, you can then do your
    multi-hit juggle to add two additional hits to your combo. All multi-hit
    juggles can be found in the Character Moves section of this FAQ.
    Awesome Victory
    Defeat your opponent then finish them with a "No Mercy" or "Ultimate Combo"
    and you will be awarded with an Awesome Victory.
    Supreme Victory 
    Defeat your opponent without losing in your first energy bar and you will
    be awarded with a Supreme Victory.
    Ultra Victory
    Defeat your opponent with an Ultra Combo and you will be rewarded with an
    Ultra Victory.
    1=High Quick 2=High Medium 3=High Fierce 
    4=Low Quick 5=Low Medium 4=Low Fierce 
    c=Charge for 2 seconds. 
    DB=Diagonally Down/Back 
    DF=Diagonally Down/Forward 
    QCF=Quarter Circle Forward (D to F) 
    QCB=Quarter Circle Back (D to B) 
    QCDF=Quarter Circle Down/Forward (DB to DF) 
    QCDB=Quarter Circle Down/Back (DF to DB) 
    HCF=Half Circle Forward (B to D to F) 
    HCB=Half Circle Back (F to D to B) 
    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. 
    dizzy: causes you to be dizzy until you press a button. 
    bounce: causes opponent to bounce up when hit. (like Reptile's Energy Ball) 
    auto: causes opponent to automatically be dizzy if hit. 
    down: must be done after getting knocked down. 
    ultra: must do during repeated portion of ultra combo. (check General Info for details) 
    linker: must do in a combo as a linker 
    plinker: can be used in a combo as a linker or as a normal super move 
    overhead: hits opponent high. (like an overhead) 
    low: hits opponent low. 
    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.
    1 block: you must have at least on block filled in you super meter.
    1/4 meter: you must have your super meter one quarter charged. (3 red boxes) 
    1/2 meter: you must have your super meter half way charged. (flashing red) 
    full meter: you must have a fully charged super meter. 
    anti-projectile: goes through projectiles. 
    anti-air: knocks opponent out of air.
    anti-all: goes through everything
    Character Moves 
    Height: 6'5" 
    Weight: 560 lbs 
    Age: Unknown 
    The advanced and deadlier successor to the original Fulgore cyborg
    destroyed by Jago. Activated after the time jump, its final Ultratech
    commands are executed... find Jago and kill him. 
    Energy Charge-HCF,K 
    Energy Shield-QCB,4 (holding 4 makes it last longer) 
    Eye Laser-QCDB,2/3 (projectile) 
    Air Eye Laser-QCDB,3 (projectile, midair, 1 block) 
    Invisibility-HCB,6 (1/2 meter) 
    Teleport-B,QCB,K (1 block) 
    Laser Storm-QCF,P (projectile) 
    Fake Laser Storm-QCB,1 
    Lock On-QCDF,4 (1 block)
    Triple Laser Storm-QCF,1 (projectile, must do after Lock On) 
    Twist Uppercut-QCB,HCF,3 (1/2 meter, ultra) 
    Multi-Claw Spin-HCF,B,6 (1/4 meter, linker) 
    Chest Spark-HCB,F,4 (1/4 meter, linker) 
    Missed Uppercut to Air Laser-F,QCF,P,QCDB,3 (1/2 meter) 
    Fake Laser Storm to Laser Storm-QCB,1,QCF,P (projectile) 
    Fake Laser Storm to†Cyber Dash-QCB,1,HCF,K 
    Fake Laser Storm to Claw Uppercut-QCB,1,F,QCF,P (anti-air) 
    Fake Laser Storm to Eye Laser-QCB,1,QCDB,2/3 (projectile) 
    Stun Reversal-HCF,5 (stun) 
    Stun Dizzy-F,QCF,1 (stun, auto) 
    Overhead-B+6 (overhead) 
    Air Combo-F,QCF,P (midair) 
    Air Juggle-QCDB,3 
    Multi-Hit Juggle-B+3 
    Retaliation-F,QCF,P (down, anti-air, anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-F,QCF,P/K 
    Ultra Combo Breaker-QCB,HCF,3 (full meter) 
    Mini Ultra Combo-F,QCF,1 (during combo, can juggle up to 5 times after) 
    Ultra Combo-F,QCF,4 (during combo) 
    Ultimate Combo-HCF,B,2 (during combo, no mercy) 
    Ultimate Combo-F,HCF,5 (during combo) 
    Height: Variable 
    Weight: Varible 
    Age: Unknown 
    2 millenia from now a captured relative earns freedom by slaying a fire
    creature and escaping home. But now in the past, a distress call has been
    answered. Glacius must free his stranded kin.
    Shoulder Dash-QCF,2 
    Puddle Uppercut-QCF,5/6 (ground/midair) 
    Puddle Teleport-QCF,4 (ground/midair) 
    Energy Regain-QCF,H4 (regains energy) 
    Icy Grip-QCF,1 
    Arctic Blast-QCB,P (projectile) 
    Blade Uppercut-QCDB,3 (anti-air) 
    Beat Down-HCF,B,2 (1/4 meter, linker) 
    Fireball-HCB,F,3 (1/2 meter) 
    Quad Slam-HCF,B,1 (1/2 meter, ultra) 
    Reverse Uppercut-QCB,6 (1/2 meter) 
    Uppercut Rush-HCF,B,6 (1/4 meter, linker) 
    Puddle Uppercut to Reverse Uppercut-QCF,6,QCB,6 (1/4 meter, ground/midair) 
    Stun Reversal-QCF,5 (stun) 
    Stun Dizzy-QCF,3 (stun, auto) 
    Overhead-B+3 (overhead) 
    Air Combo-F,QCF,K (midair) 
    Air Juggle-QCF,6 
    Multi-Hit Juggle-F+6 
    Retaliation-QCF,3 (down, anti-air,†anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-QCF,P/K 
    Ultra Combo Breaker-HCF,B,1
    Mini Ultra Combo-HCB,4 (during combo) 
    Ultra Combo-HCF,4 (during combo) 
    Ultimate Combo-QCB,F,5 (during combo) 
    Ultimate Combo-cB,HCB,4 (during combo, no mercy) 
    Height: 5'9" 
    Weight: 190lbs. 
    Age: 22 years 
    After destroying Fulgore a furious Jago is betrayed by his one-time master
    the Tiger Spirit. The disguised Demon Lord used him to escape from the void
    and now Jago swears vengeance. 
    Uppercut-F,QCF,P (anti-air) 
    Wind Kick-QCDB,K (anti-projectile) 
    Laser Blade-QCDB,2/3 (2 hits once, 3 hits twice) 
    Slide-QCDF,K (anti-projectile, low) 
    Enduken-QCF,P (projectile) 
    Red Enduken-H3,QCF,R3 (projectile, bounce) 
    Fake Enduken-QCF,4 
    Feel the Juice Uppercut-QCB,HCF,3 (1/2 meter, ultra) 
    Fireball Barage-QCDB,1 (1/2 meter) 
    Multi-Wind Kick-HCB,F,5 (1/2 meter) 
    Multi-Slide-HCF,B,6 (1/4 meter, linker) 
    Missed Uppercut to Wind Kick-F,QCF,P,QCDB,K 
    Wind Kick to 2 Hit Wind Kick-QCDB,6,cB,F,6 (must do F,6 immediately after 1st hit) 
    Wind Kick to Stop-QCDB,6,cB,F,6 
    Stun Reversal-QCDB,5 (stun) 
    Stun Dizzy-F,QCF,1 (stun, auto) 
    Overhead-B+3 (overhead) 
    Shadow-QCDB,F,5 (full meter) 
    Air Combo-QCDB,6 (midair) 
    Air Juggle-QCDF,6 
    Multi-Hit Juggle-F+6 
    Retaliation-F,QCF,P (down, anti-air, anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-F,QCF,P/K 
    Ultra Combo Breaker-QCB,HCF,3 (full meter) 
    Mini Ultra Combo-QCDF,4 (during combo) 
    Ultra Combo-QCDB,4 (during combo) 
    Ultimate Combo-cF,HCF,6 (during combo) 
    Ultimate Combo-HCB,F,2 (during combo, no mercy) 
    Kim Wu 
    Height: 5'4" 
    Weight: 130 lbs. 
    Age: 17 years 
    Descendant of the heroes who banished Eyedol and Gargos, Kim is appointed
    her people's guardian. With the return of Gargos, Kim must fulfill her duty
    to her homeland and destroy him forever. 
    Tornado Kick-QCDB,K 
    Air Flame-QCDB,P (projectile, midair) 
    Split Kick-QCDF,6 (overhead) 
    Kick Uppercut-QCDF,5 (anti-air) 
    Fire Flower-QCF,1 (ground/midair, bounce) 
    Roll-F,F or B,B (anti-all) 
    Snapdragon-QCB,HCF,3 (1/2 meter, ultra) 
    Shadow Tornado Kick-HCB,F,6 (1/2 meter) 
    Spinning Slashes-HCB,F,3 (1/4 meter, linker) 
    Air Fireball-HCF,B,2 (1/2 meter, midair)
    Roll to Tornado Kick-F,F,QCDB,K 
    Roll to Split Kick-F,F,QCDF,6
    Roll to Kick Uppercut-F,F,QCDF,5
    Roll to Fireflower-F,F,QCF,1
    Roll to Firecracker-F,F,QCDB,2/3 
    Stun Reversal-QCDB,5 (stun) 
    Stun Dizzy-QCDB,2 (stun, auto) 
    Overhead-B+6 (overhead) 
    Shadow-HCB,F,5 (1/2 meter) 
    Air Combo-F,QCF,P (midair) 
    Air Juggle-QCDB,6 
    Multi-Hit Juggle-F+6 
    Retaliation-F,QCF,P (down, anti-air, anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-F,QCF,P/K 
    Ultra Combo Breaker-QCB,HCF,3 (full meter) 
    Mini Ultra Combo-QCDB,4 (during combo) 
    Ultra Combo-QCF,4 (during combo) 
    Ultimate Combo-HCF,B,4 (during combo) 
    Ultimate Combo-cF,HCF,5 (during combo, no mercy, projectile) 
    Height: 5'10" 
    Weight: 140 lbs. 
    Age: 23 years 
    Made Queen of Amazonia after her part in banishing the Dark Lord Gargos.
    Cast out by her tribe as Gargos returns, Maya must vanquish him to regain
    her throne. 
    Flip Kick-B,F,5 
    Savage Blade-B,F,2 
    Mantis-B,F,3 (overhead) 
    Jungle Leap-B,F,6 (anti-air) 
    Cobra Bite-B,F,1 (anti-air) 
    Air Mantis-F,B,3 (midair, overhead) 
    Tree Cutter-HCB,F,6 (1/2 meter, ultra) 
    Lawnmower-HCB,F,2 (1/4 meter, linker) 
    Flip Kick-HCB,F,5 (1/4 meter, linker) 
    Multi-Mantis Strike-HCB,F,3 (1/2 meter) 
    Jungle Leap to Air Mantis-B,F,6,F,B,3 
    Jungle Leap to Double Jungle Leap-B,F,6,F,B,6 
    Stun Reversal-B,F (stun) 
    Stun Dizzy-B,F (stun, auto) 
    Overhead-B+3 (overhead) 
    Shadow-HCB,F,3 (1/2 meter) 
    Air Combo-F,B,K (midair) 
    Air Juggle-B,F,6 
    Multi-Hit Juggle-F+6 
    Retaliation-B,F,1 (down, anti-air, anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-B,F,P/K 
    Ultra Combo Breaker-HCB,F,6 (full meter) 
    Mini Ultra Combo-cF,B,3 (during combo) 
    Ultra Combo-cB,F,6 (during combo) 
    Ultimate Combo-HCB,F,4 (during combo) 
    Ultimate Combo-HCF,B,1 (during combo, no mercy, projectile) 
    Height: 5'7" 
    Weight: 125 lbs. 
    Age: 24 years 
    Eyedol's death by Orchid's hand freed massive energies, ripping Ultratech
    back in time. Now 2000 years in the past, Orchid must face a new challenge,
    and an even greater foe. 
    Flip Kick-QCDB,K 
    Sabre Dash-QCDB,2 
    Sabre Spin-QCDB,3 
    Airbuster-F,QCF,K (anti-air) 
    Tonfa Fire-QCF,P (projectile) 
    Fake Tonfa Fire-QCF,4 
    Slide-QCDF,K (anti-projectile, low) 
    Helicopter Kick-QCB,HCF,6 (1/2 meter, ultra) 
    Tiger-HCB,F,5 (1/2 meter, plinker) 
    Tonfa Charge-HCF,B,3 (1/2 meter) 
    Fake Tonfa Fire to Flip Kick-QCF,4,QCDB,K
    Fake Tonfa Fire to Slide-QCF,4,QCDF,K
    Fake Tonfa Fire to Tonfa Fire-QCF,4,QCF,P
    Fake Tonfa Fire to Air Buster-QCF,4,F,QCF,K
    Fake Tonfa Fire to Sabre Spin-QCF,4,QCDB,3
    Fake Tonfa Fire to Sabre Dash-QCF,4,QCDB,2
    Stun Reversal-QCDB,2 (stun) 
    Stun Dizzy-F,QCF,4 (stun, auto) 
    Overhead-B+3 (overhead) 
    Air Combo-QCDB,K (midair) 
    Air Juggle-QCDF,6 
    Multi-Hit Juggle-F+6 
    Retaliation-F,QCF,K (down, anti-air, anti-projectile) 
    Throw Counter-F+3 
    Combo Breaker-F,QCF,P/K 
    Ultra Combo Breaker-QCB,HCF,6 (full meter) 
    Mini Ultra Combo-QCDF,4 (during combo) 
    Ultra Combo-QCDB,4 (during combo) 
    Ultimate Combo-cB,HCB,5 (during combo, no mercy) 
    Ultimate Combo-HCF,B,3 (during combo)
    Height: 5'11" 
    Weight: 400 lbs. 
    Age: 46 years 
    Unwilling to succumb to the beast within him, Sabrewulf was badly beaten
    in the KI tournament. Captured by Ultratech, who amputated his arms, and
    gave him new cybernetic limbs, he is driven berserk and now has only
    revenge to live for.
    Claw Spin-B,F,5 or QCF,5 
    Claw Pounce-B,F,3 or QCF,3 (low) 
    Claw Backflip-B,F,6 or QCF,6 (anti-air) 
    Claw Cartwheel-B,F,2 or QCF,2 
    Fake Howl-B,F,4 or F,B,4 
    Energy Howl-F,B,1 or F,B,1 (charges super meter) 
    Loopy-HCB,F,6 (1/2 meter, ultra)
    Ground Spark-HCB,3 (1/2 meter, midair, dizzy, anti-projectile) 
    Triple Fireball-HCB,F,3 (1/2 meter) 
    Multi-Cartwheel-HCB,F,2 (1/4 meter, linker) 
    Multi-Spin-HCB,F,5 (1/4 meter, linker)
    Stun Reversal-B,F or QCF,5 (stun) 
    Stun Dizzy-B,F or QCF,6 (stun, auto) 
    Overhead-B+3 (overhead) 
    Air Combo-F,B+K (midair) 
    Air Juggle-B,F,3 
    Multi-Hit Juggle-F+6 
    Retaliation-B,F,6 (down, anti-air, anti-projectile) 
    Throw Counter-F+6
    Combo Breaker-B,F,P/K 
    Ultra Combo Breaker-HCB,F,6 (full meter) 
    Mini Ultra Combo-cF,B,4 (during combo) 
    Ultra Combo-cB,F,4 (during combo) 
    Ultimate Combo-H6,R6 (during combo) 
    Ultimate Combo-H1,R1 (during combo, no mercy) 
    Note: Tapping 2F, then B+2/4 will double the Spin and Cartwheel. 
    Height 5'5" 
    Weight 110 lbs. 
    Age 651 years 
    Although destroyed by Thunder in the present, a younger Spinal still exists
    in the past. Resurrected by Gargos and forced to serve him, he goes up
    against the tyrant to win his freedom.
    Teleport-QCB,K (need at least 1 skull) 
    Skele Skewer-QCF,2 
    Skull Throw-QCF,5 (projectile, must have at least 1 skull) 
    Skull Scrape-QCDF,6 
    Shield Absorb-B+1 
    Soul Drain-QCF,1 (drains opponents super meter) 
    Skull Restore-QCB,2/3 (1/2 meter, 2 gives you 1 skull, 3 gives you all 6) 
    Dive Kick-D+6 (midair, overhead) 
    Grim Reaper-QCB,HCF,3 (1/2 meter) 
    Skull Throw-HCF,6 (1/4 meter, ultra) 
    Stun Skull-HCB,HCF,5 (1/2 meter, auto) 
    Multi-Sword Stab-HCF,B,2 (1/2 meter, plinker) 
    Overhead-B+3 (overhead) 
    Air Combo-D+K (midair) 
    Air Juggle-QCF,5 (must have 1 skull) 
    Multi-Hit Juggle-F+3 
    Retaliation-D+3 (down, anti-air, anti-projectile) 
    Throw Counter-F+6 
    Combo Breaker-QCB,P/K 
    Ultra Combo Breaker-QCB,HCF,6 (full meter) 
    Mini Ultra Combo-QCF,3 (during combo) 
    Ultra Combo-QCB,3 (during combo) 
    Ultimate Combo-D,D,4 (during combo) 
    Ultimate Combo-HCF,HCF,1 (during combo, no mercy)
    T.J. Combo 
    Height: 6'1" 
    Weight: 220 lbs. 
    Age: 26 years
    After a decisive victory over Riptor in the tournament, Combo attempts to
    destroy Ultratech HQ. Caught as Ultratech is ripped into the past, Combo
    must escape home before it is too late. 
    Tremor-cB,F,5 (low) 
    Fake Dizzy-QCF,4 (press any button to stop, dizzy) 
    Double Backfist-cF,B,1 
    Rolling Punch-cB,F,2 (anti-projectile) 
    Triple Rolling Punch-HCF,2 (anti-projectile, easier to do cB,HCF,2) 
    Lunging Punch-cB,F,3 
    Winding Uppercut-H3,R3 (anti-air) 
    Dash-B,F,4 (anti-all, must be close to opponent) 
    Lunging Overhead-cB,F,6 (overhead) 
    Combo of Pain-HCB,3 (full meter) 
    Shocker-HCB,5 (full meter, auto, midair) 
    Multi Rolling Punch-HCB,F,2 (1/2 meter, plinker) 
    Beat Down-HCB,F,1 (1/2 meter, linker) 
    Lunging Punch to Rolling Punch-cB,cF,3,B,2 
    Lunging Punch to Stop-cB,cF,3,B,3 
    Stun Reversal-cB,F,2 (stun) 
    Stun Dizzy-cB,F+3 (stun, auto) 
    Overhead-B+3 (overhead) 
    Shadow-HCB,2 (1/2 meter) 
    Air Combo-F,B,K (midair) 
    Air Juggle-cB,F,3 
    Multi-Hit Juggle-F+6 
    Retaliation-B,F,K (down, anti-air, anti-projectile) 
    Throw Counter-F+2 
    Combo Breaker-B,F,P/K 
    Ultra Combo Breaker-HCB,3 (full meter) 
    Mini Ultra Combo-cB,F,6 (during combo) 
    Ultra Combo-cF,B,3 (during combo) 
    Ultimate Combo-H4,cF,B,R4 (during combo) 
    Ultimate Combo-cF,HCB,F,6 (during combo, no mercy) 
    Height 6'11" 
    Weight 380 lbs. 
    Age 31 years 
    With the return of the Demon Lord to the land, Tusk leaves the arena to
    issue his challenge. Only by defeating all adversaries can a hero gain the
    right to face the evil Gargos.
    Boot Kick-QCDB,K 
    Web of Death-QCDB,3 (F+3 will add an extra hit) 
    Skull Splitter-QCDF,6 (overhead, anti-projectile) 
    Fake Skull Splitter-QCDF,4 
    Conquer-F,QCF,P (anti-air) 
    Back Stab-HCB,1 (anti-all) 
    Destroyuss-QCB,HCF,3 (1/2 meter, ultra) 
    Rushing Kick-HCB,F,6 (1/4 meter, linker) 
    Flaming Sword-HCF,B,4 (1/2 meter) 
    Shadow Sword Dive-HCF,B,6 (1/2 meter)
    Fake Skull Splitter to Boot Kick-QCDF,4,QCDB,K 
    Fake Skull Splitter to Web of Death-QCDF,4,QCDB,3 
    Fake Skull Splitter to Skull Splitter-QCDF,4,QCDF,6 (overhead) 
    Fake Skull Splitter to Conquer-QCDF,4,F,QCF,P (anti-air) 
    Stun Reversal-QCDB,3 (stun) 
    Overhead-B+3 (overhead) 
    Shadow-HCB,F,5 (1/2 meter) 
    Air Combo-cF,QCDB,K (midair) 
    Air Juggle-QCDF,6 
    Multi-Hit Juggle-F+3
    Retaliation-F,QCF,P (down, anti-air, anti-projectile) 
    Throw Counter-F+6 
    Combo Breaker-F,QCF,P/K 
    Ultra Combo Breaker-QCB,HCF,3 (full meter) 
    Mini Ultra Combo-HCF,2 (during combo) 
    Ultra Combo-HCB,2 (during combo) 
    Ultimate Combo-F,QCF,5 (during combo) 
    Ultimate Combo-HCF,HCF,2 (during combo) 
    This is the section where I will list all of the people I've gotten stuff
    from. I had to stop listing what I got from them because it took up too
    much space. 
    Matt at Pocket Change 
    -Ice- of FTP 
    Critics Choice 
    NP Web Site 
    Sek Trax
    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.

    FAQ Display Options: Printable Version