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
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reproduced without being shown in it's unaltered, original form and
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and is (c) and owned by Bryan Dawson. All copyrights and trademarks are
acknowledged that are not specifically mentioned in this FAQ.