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    Spinal by HSeijas

    Version: 1.00 | Updated: 05/05/96 | Printable Version | Search Guide | Bookmark Guide

    The SPINAL Survival Guide (KI SNES)
    FAQ Version: 1.00                                   Written By: HardCore
    Last Updated: 5/5/96.                           Special Thanks: Nintendo
     The Spinal Survival Guide was written by myself in order to provide the
    Spinal fans an edge over the competition. Spinal is often considered the 
    weakest character in Killer Instinct, but I know this is NOT true. If you 
    ever wanted to master Spinal, now its the best time to take advantage. 
    By the way this guide its aimed at the SNES version of KI.
     Mail me with any comments or suggestions: hardcore@gil.net
     If you are a KI2 player like myself: http://www.gil.net/~hardcore/ki2
    Basic Moves
    Height: 5'5"
    Weight: 110 lbs
    Age: 2650
    Story: Spinal's origin is a closely guarded secret of Ultratech. A secret 
    branch of the corporation, using a variety of special techniques, have 
    succeeded in reviving an ancient warrior. With only the vaguest memories of 
    his past life, Spinal knows how to do only one thing, FIGHT!
    |Special Moves|
    Skeleport: D,D [P/K] (punch places you in front/kick places you in back)
    Skeleport in Air: D,D [QP/QK] -=In Air=-
    Power Devour: Press and Hold B and [QP] -=Collect Skulls=-
    Searing Skull: D,DF,F [P] -=Only after Skull Collected=-
    Soul Sword: (B),F [MP] 
    Reverse Soul Sword : (F),B [MP]
    Bone Shaker (shield): F,F [P]
    Super Searing Skull: B,DB,D,DF,F [FP] -=Only after projectile collect=-
    Air Juggle: D,DF,F [P] 
    Air Combo: [FK] (F),B [MK] or [MK] (F),B [QK]
    Sliding Kick: DB,D,DF [FK] -=Goes through projectiles=-
    Fast Sliding Kick: D [FK] -=Goes through projectiles=-
    Combo Braker: F,F [P]  -=Gives you 3 skulls=-
    Recovery Move: D,D [P/K]
    Ultra Combo: D,DF,F [FP]
    Ultimate Combo Lighting: D,DB,B [FP]
    No Mercy Lighting: B,B,B [MK]
    No Mercy Swords Play: B,B,F [QK] -=Close to opponent=-
    Humiliation: B,DB,D,DF,F [FK]
    |Transition Moves|
     Bone Shaker to Slide Kick Transition: F,F (hold F)- B+[6]
     Bone Shaker to Soul Sword Transition: F,F (hold F)- B+[2]
     Foward Teleport to Back Teleport: D,D+[1]-D,D+[4]
     Back Teleport to Foward Teleport: D,D+[4]-D,D+[1]
    There are many ways to teleport in front and in the back so experiment.
    Auto doubles:
       1 - (3)                2 - (3)                3 - (3)
       4 - (2)                5 - (2)                6 - (2)
       F,F+1           (1) --> 3
       F,F+2           (1) --> 5
       F,F+3           (1) --> 2,6
       DB-DF+6         (1) --> 1,3
       cF,B+1 or cB,F+2 
                       (1/2) --> 3,4,end (only if hit twice)
    cF,B+2          (2) --> 3,4,5,end
      F,F+1           (3+end)
      F,F+2           (3+end)
      F,F+3           (4+end)
      D,D+A           (various endings for each opponent.  
    vs. Fulgore:    1: F-D-DF+3 (4+end)     2: B-D-DB+1 (4+end)
                    3: cB,F+5 (3+air)       4,5,6: D-F+2 (4+end)
    vs. Cinder:     1: F,F+2 (4+air)        2: F-D-DF+6 (4+air)
                    3: F-D-DF+5 (4+air)     4,5,6: F-D-DF+4 (4+air)
    vs. Sabrewulf:  1: cB,F+1 (3+air)       2: cB,F+4 (4+end)
                    3: cB,F+5 (4+air)       4,5,6: cB,F+6 (3+air)
    vs. Orchid:     1,5,6: D-F+3 (4+end)    2: cB,F+4 (4+air)
                    3: cB,F+5 (3+air)       4: DF-DB+3 (4+air)
    vs. Riptor:     1: D-B+3 (4+end)        2: DF-DB+1 (4+air)
                    3: DF-DB+5 (3+end)      4,5,6: cB,F+6 (3+air)
    vs. Jago:       1: F-D-DF+1 (2+end)     2: F-D-DF+2 (3+end)
                    3: F-D-DF+3 (4+end)     4: D-F+1 (3+end)
                    5: DF-DB+5 (3+end)      6: F-D-DF+3 (3+end)
    vs. Combo:      1: cB,F+2 (3+air)       2: c3B,F+2 (4+end)
                    3: cB,F+3 (4+end)       4,5: cB,F+6 (3+air)
                    6: cB,F+1 (4+air)
    vs. Spinal:     1,4: F,F+1 (3+end)      2,5: F,F+2 (3+end)
                    3,6: F,F+3 (4+end)
    vs. Thunder:    1: cB,F+3 (3+air)       2: D-B+2 (4+air)
                    3: D-B+3 (4+air)        4,5,6: D-F+6 (3+end)
    vs. Glacius:    1: D-F+3 (4+air)        2: DF-DB+1 (4+air)
                    3: D-F+6 (3+air)        4,5,6: D-F+5 (3+end)
    vs. Eyedol:     1,2,3,4,5,6: cB,F+3 (4+air)
    14-hit combo-Cb, f+2, 3, b+2, 3, f, f+3
    air juggle ender-hold 1, Cdb, 3, f+2, 3, b+2, 3, f, f+release 1
    32-hit Ultra-f, f+3, 2, Cb+2, 3, f+2, 3, hold 3, hct+release 3
    22-hit air juggle ender-hold 1, Cb, f+2, 3, b+2, Cf, 3, b+2, 3,  d, 
                            d+release 1, juggle 5 times
    (You must be fighting Glacius to perform this combo. You need to have
    5 skulls and the d, d+release 1 must be done right after pressing 3)
     To stay morphed as Glacius end any combo with a release FP morph in a combo.
    For Example: Jump [6]+2 Hold [3] D,D Release [3]
     Careful NOT to jump after you stay morphed, this will cause Spinal to morph 
    back to itself.
    DO and DONTS
     I have many times seen so many people commit stupid mistakes with Spinal 
    against their opponent its not even funny. I thought that maybe they are not 
    veteran players with Spinals, but when they go out and say things like, 
    "Spinal Fucking Sucks" just totally throws me off. I tend to pick Spinal and 
    kick their face! ;-) Spinal its the most strategic character in KI, but that 
    makes the best. Follow the DO and DONT so you dont make mistakes.
     Collect skulls
     Dont get into "fancy" long combos, keep them short and sweet.
     Use the jump kick alot!
     Keep close to your opponent.
     Dont disappear (read strategies for what I mean)
     Do early Ultras/Ultimates
     Dont waste your skulls, use them wisely
     Use the Overhead reach advantage.
     Confuse your opponent with a transition of Bone Shaker to slide kick
     Vary your enders
     Air Combo alot
     DONT do long combos
     DONT Play turtle
     DONT use the Recovery move unless necessary
     DONT waste your skulls
     DONT single disappear (ill explain later). ;-)
     Here its the most important portion of this FAQ! The Strategies to beat other
     players. I won't guide you through HOW TO BEAT the computer, but I will guide 
     you on how to beat human opponents, remember though skills on both sides of 
     the court matter.
     Below you will notice a few things under the character names. For example: 
    In order to rate how Spinal would do against other characters I pitted them 
    against 10 games. He who won the most games would mean he would have an edge. 
    Of course lucks plays a big part. Here its a run down on the ratings.
    [1/9] = Can't do anything to win ;-(
    [2/8] = If you win you probably got lucky
    [3/7] = You can throw a punch or two
    [4/6] = Not that much of a beating
    [5/5] = TIE could go either way
    [6/4] = You have an edge (careful not to fall).
    [7/3] = Laugh at the opponent but careful
    [8/2] = If this person won, he got lucky
    Spinal Vs TJ Combo: [7/3]
    Spinal Vs Fulgore: [6/4]
    Spinal Vs Jago: [7/3]
    Spinal Vs B.Orchid: [4/6]
    Spinal Vs Thunder: [9/1]
    Spinal Vs Spinal: [5/5]
    Spinal Vs Riptor: [7/3]
    Spinal Vs Saberwulf: [7/3]
    Spinal Vs Glacius: [8/2]
    Spinal Vs Cinder: [2/8]
    Spinal Vs Eyedol: [5/5]
     Please understand that SKILL has lots to do with the ratings and these 
    ratings reflect a matchup between even expert players.
     Some characters such as Cinder give Spinal the hardest of times, and its what
     I'm going to cover in full detail. Otherwise for any other character just 
     stick to the main strategy.
    Main Strategies
     What you may want to do on the offensive end its to vary your attacks as much
     as possible. Jump Kick always holding fowards, this way you may do an air 
     combo and add extra hits and damage. The main thing about Spinal its that he 
     is a very close attacker.  If you want to win with Spinal you must be on your
     opponent like mad, use lots of Overhead sword hits and go into the bone 
     shaker for best results. Do NOT use long combos!!! Long combos will only 
     leave you open for Combo brakers! 
     Use the Bone Shaker to Slide kick Transition move to catch the opponent off 
    guard!! Then go into a combo. While in a combo you may want to stop your 
    combo, then hit over the head while the opponent blocks to go into another 
    combo which you will finish. Use disappear only when necessary and at times 
    when jumping in for an attack, specially on Jago, Fulgore and Cinder, they 
    will usually be tempted to do a FIERCE uppercut which you can air combo. 
    Furthermore when doing a disappear in the floor do a double one. Meaning if 
    you are going to disappear in front, then disappear in back then transition to
    the foward disappear instead. You got to keep your opponent guessing for your 
    next move.
     Spinal its terrible at playing Turtle so dont do it often. You may wish to 
    counter jump kick/punch your opponents jump kick, and go into an air combo. 
    Disappear if you have to. Save your skulls for special purposes such as juggle
    and tricks. Here is an example:
     Your opponent is across the screen, throw a fireball and follow it with the 
    fierce bone shaker while holding foward, just when your opponent its about to 
    block the fireball transition into the slide kick. Players are usually dumb 
    enough to block this sequence by the top instead of by the bottom, fortunate 
    for us ;-) (hehe) Play safe and one more thing, if by any chance you have red 
    flashing power... play turtle, because a lot of people will try to rush at you
    in order to beat you. This is the time where you should NOT dispair.
    How To Beat CINDER
     Cinder its the most difficult human opponent to beat overall. Cinder can beat
     any other character on Killer Instinct blind folden. This guy its the man who
     uneven KI, and the man who everybody loves to hate, but then turn to him to 
     save some quaters.
     Cinder has speed, air control, the firekick, the fireball black out, and the 
     disappearing trick. He can handle anything! He has a 80% chance of beating 
     the best Spinal player, but a smart Spinal player can usually bring those 
     odds down to 50-50 ;-)
     The first thing you need to know about Cinder its that he controls the skies.
     His double air flame make him a threat from above, but we cant forget that 
    Spinal has a terrific jump kick, if not the best jump kick in the game!!! 
    Everytime you see Cinder take the air quickly jump kick back with fierce. You 
    will most likely hit Cinder in 90% of the time. But the double flame MUST 
    start at the end or near the end of the screen.
     Cinder also has an annoying move, thats the firekick. Some @$$holes will even
     go ahead and stay on the corner and just do the fire kick constantly. DONT 
    PANIC and do something dumb and stupid. What you want to do at this time its 
    to get close little by little as to reach really close to Cinder, this will 
    give some worry to the player. This is when they will do the stupid kick and 
    you get the chance to shove a fierce one up his behind! From here you are 
    close enough to hit em hard with overheads and slides. Keep him in the corner 
    at all costs.
     The disappear attack its dumb. The smart Cinders out there will disappear on 
    the bridges because their shadows won't be seen and it will most likely make 
    their opponent be stupid enough to go on the offense and perform a bone shaker
    and get their butts counter with flames and a combo and he will launch up into
    the air and disappear again. Repeating the procedure as much as necessary. Be 
    smart as well. If you see Cinder disappear double teleport and go for the 
    overhead! Or just press jab, dont do anything else (like a bone shaker) 
    because you will be countered.
     If somebody knocks you down with Cinder, and you are Spinal prepare to be 
    frostrated...  most of the time you are faced with the recovery move dilemma. 
    Spinal's recovery move its the teleport. This move will place you behind 
    Cinder, but we can not forget that Cinder has a double flame that will come 
    right back to you!!!  Don't do the recovery move if you see Cinder jump high 
    into the air to do a double flame, use the power devour instead. If you see a 
    Cinder player do the quick Double Flame F,F,U [P] from the floor then you will
    use the recovery move, it's sort of confusing to explain.
     By the way your best bet with Cinder's flame its to use the Power Devour, get
     yourself a skull and counter with the jump kick.
     Cinder its a very hard character to beat! But if you follow the tips I showed
     you above you can come out a winner. A bit of patiente, a bit of luck, and a 
     lot of practice! 
    Special Thanks
     I would like to thank the following people for their contribution to this FAQ:
    Joel Manglic - for Spinal's Glacius Morph Glitch and combos.
    Derek Kisman - for the Auto Double and ender stuff.
    Where to find the latest version of this FAQ
     The latest version of this FAQ can be found at:
    HardCore's Killer Instinct 2 Page: http://www.gil.net/~hardcore/ki2
    or through e-mail at: hardcore@gil.net