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    FAQ/Move List by Fulgore

    Version: 1.5d | Updated: 10/14/01 | Search Guide | Bookmark Guide

     ## Killer Instinct - F.A.Q. ##
     ##   for the Arcade v1.5d   ##
             by _Fulgore_
       Last Modified: 14/10/2001
    * Contents *
    1.  Contents
    2.  History
    3.  Game Hardware
    4.  Basic Moves
    5.  Definitions
    6.  Guide Key
    7.  Characters
    8.  Demons, Streaks and Kings.
    9.  Tricks and Glitches
    10. Maybe the max's combos...
    11. Credits
    * History *
    Do you have the Instinct?
    Prologue: A wind-swept battlefield of the distant past, littered with the debris
    of war. Above the moans and cries of the defeated can still be heard the clashing
    sound of a single titanic confrontation. Two great warlords, leaders of their now
    smashed armies, are locked in battle, with the world itself as the prize. But this
    epic battle is not to have a conclusion. Suddenly, the warlords were engulfed in a
    nimbus of light, and vanished from the face of the earth, banished to the realm of
    Limbo. The battle-weary heroes whose spell had trpped the warlords heaved a sigh of
    relief. Armageddon had been averted, for now.
    The Future: The world has seen much progress in the centuries since the warlords were
    banished, not all of it for good. Pollution has weakened the enviroment. Governments
    have fallen. Chaos rules, with huge mega-corporations batting and destroying each
    other for shares of the world's wealth.
    In this bleak world, a single corporation, Ultratech, rises above the others. Rather
    than joining in direct battles with their competitors, Ultratech has profiled from
    their suffering by selling them the very weapons they use against each other.
    Sales of weaponry are not the only source of profit for Ultratech, however. Their
    entertainment division produces the top rated television broadcast of the future,
    the Killer Instinct tournament, which also serves as a testing ground for Ultratech's
    weapons. The winners of the tournament are promised whatever they desire. The losers
    suffer a significantly poorer fate.
    It is into this bloody contest that our heroes have been drawn. T.J. Combo, disgraced
    heavyweight champion of the world who seeks redemption. Glacius, a captured alien
    fighting for his life and a chance to escape. And the deadly robot Fulgore, progammed
    by Ultratech with a Killer Instinct and the freedom to use it.
    Each fights for his or her own reasons, but each has the same goal: win the tournament
    and destroy all oponents.
    It will take more than radical moves and deadly special attacks to win this tournament.
    It will take a will, a desire; it will take a Killer Instinct.
    More history...
    It's the media event of the year: the no-holds-barred combat tournament held by the
    sinister Ultratech corporation, who take great pains to ensure that the brutal fates
    met by many of the combatants are never witnessed by the outside world.
    To Ultratech the contest serves a dual purpose - to enhance their already soaring
    public popularity and to field test their array of ghoulish creations on anyone
    foolish enough to come forward. Only the strongest are invited, and even then very
    few decide that they've got what it takes to compete.
    The previous year's tournament was won by Spinal, a triumph in cell regeneration that
    awed and thrilled the public. He brought down Black Eagle in the final clash which,
    like every other fight, was carefully edited on video before being handed over to the
    media for screening.
    This year, though, Ultratech's ingenious but unstable Director has broken more moulds
    than ever before, and a whole host of fearsome warriors join Spinal to stand in the way
    of any potential champion.
    Only one of the participants, of course, can emerge victorious.
    And whether Ultratech will once more rule the roost or suffer their first defeat since the
    tournament began, only time has the power to tell.
    * Game Hardware *
    Killer Instinct 1 is what started it all in 1994
    It is one of the best fighting games of all time! Killer Instinct 1 came first to arcades in 1994
    with 3 powerful work forces involved (RARE, NINTENDO and MIDWAY). They utilized UTRA64 technology
    aka nintendo64. It's powerful graphics, sound, music and movies were outstanding for its time
    (and look great even today!) With the success of this amazing fighter, it was soon ported to SNES
    in 1995, but the SNES version was no match for the arcade. The SNES version had weaker music, sounds
    and it lacked FMVs.
    == Here is some information on the KI hardware ==
    Conversion Class: JAMMA
    Number of Players: 2
    Gameplay/Type of game: Competitive/Fighting game
    Control Panel Layout: 2 Player
    -8-way Joystick
    -6 Buttons: Quick Punch, Medium Punch, Fierce Punch, Quick Kick, Medium Kick, Fierce Kick
    Main PCB: Nintendo/Rare 5770-14397-03
    Main processor: SDT79 R4600-100MS <50MHz
    4x - CPLDs, various
    Sound Processor: ADSP-2105 10MHz Analog Devices DSP (Amplified Mono (one channel) - DCS Sound System)
    Special Hard Drive:
    Custom built by Seagate Model ST9150AG
    Cylinders: 419
    Heads: 13
    Sectors: 47
    Size 131.0 Meg
    * Basic Moves *
    Each fighter in the Killer Instinct tournament has basic moves that are similar. In the
    human characters, these are usually punches or kicks of various degrees of ferocity. The
    non-human characters use other means of attacking. Each attack has three levels of
    intensity; quick, medium and fierce.
    Quick Punch / Kick / Bite / Sword
    No matter what method of attack is used, a Quick attack is just that; it's fast but doesn't
    do a lot of damage. However, it can be difficult to get an attack in on opponent who is
    unleashing a flurry of quick punches.
    Medium Punch / Kick / Bite / Sword
    A Medium attack is somewhere in between a Quick and Fierce attack in terms of speed and damage
    It is possible to perform Medium attacks quite rapidly, but this requires some timing.
    Fierce Punch / Kick / Bite / Sword
    Fierce attacks are devastating, but are somewhat slow. It's possible to counter-attack after
    a Fierce attack if you time it correctly.
    Denying your opponent a clear strike is the best way to avoid damage (duh!) in any fighting
    game. In Killer Instinct, blocking skills are especially essential.
    To block a move, hold the Control Pad cross away from the attacking character. If correctly
    blocked, any normal move (Quick, Medium or Fierce) will not do any damage. To block correctly,
    you must master blocking high and low.
    Blocking High
    If you just stand there and block, that will be good enough to block an attacker who is just
    standing there, or even one who is jumping in on you. However, if your enemy tries to get
    sneaky, and attacks low, blocking high will not be enough.
    Blocking Low
    Press Down and away from the attacker on the Control Pad and you will block low. Blocking low
    is necessary to block low attacks, such as sweeps. Sometimes you can also block standing
    attacks while ducking, but don't count on it. The only problem with blocking low is it leaves
    you open to a top attack.
    Top Attack
    If you opponent is blocking low, you can top attack over the top of their defense. To do this,
    press away from your opponent on the Control Pad cross and press Fierce Punch.
    Some characters can perform an uppercut by pressing Down on the Control Pad and Fierce Punch.
    This is especially useful when an attacker jumps at you. Several characters do not have
    uppercuts, but they have special move counter-attacks against jumping attackers.
    Press Down and Fierce Kick next to a standig opponent to execute a sweep attack. If you hit,
    it will knock your foe down. Not every character has a sweep move.
    Press down on the Control Pad and your character will duck. From this position, he or she can
    attack low. Some characters, like Sabrewulf, can actually avoid some attacks this way.
    Special Moves
    Each character also has a fine selection of special moves to use in combat. Each character's
    special moves are different, and usually require the use of buttons in combination with the
    Control Pad cross.
    E.C.T. (elementary combo theory)
    So you mastered the basics of pounding each other. Now it's time to learn a combo or two. Combos are
    basically a combination of buttons that produces multiple hits. Now, these hits aren't really free, as
    you must connect with the first one in order to activate the combo. However, a successful combo can give
    you many extra hits for the low price of just a few button presses. It's possible to get a 30 hit combo
    for a mere 6 butoon presses! But that will come later. First, you must learn the law of
    Jump-In Auto- Doubles.
    Jump-In Auto-Doubles
    In order to perform a Jump-In Auto-Double, you must first jump-in and attack your opponent, successfully
    hitting them. Once you have scored the first hit, if you press the proper butoon next, you will not only
    get your first hit, but you will also get two or three bonus hits. The whole sequence will register as a
    Triple Combo or Super Combo. The trick is to know what pair of buttons on the controller as if they were
    connected as shown in the diagram below:
     QP MP FP
     |   \/       QP<->QK MP<->FK MK<->FP
     |   /\
     QK MK FK
    The jump-in attack is what is know as an "Opener" move. This means that if this initial attack is succesful,
    your opponent is briefly open to whatever combo series you want to punish him or her with. Each character
    also has several special moves that function as openers. If you hit with an Opener move, there is at least
    one button (sometimes more) that you can press to get an Auto-Double.
    Top Attack Auto-Double
    Top Attacks are also Openers.
    So what do you do once you have mastered Triple and Super Combos? You extend your combo tally using moves
    known as Linkers. After you have succesfully hit your opponent with an Auto-Double, you can continue to
    combo them by following the last hit of the Auto-Double with a Linker move and another Auto-Double button.
    End Specials
    The best way to finish a combo is an end special, which can be added after any Auto-Double or Linker. End
    Special are listed in each character's profile. An example of a complete combo sequence would be:
       Jump-In hit
    Auto-Double button
    Auto-Double button
       End Special.
    I.C.T. (intermediate combo theory)
    There's nothing that can make you feel quite as helpless as a multi-hit combo. So what can you do about
    it besides put the Control Pad down and some soda and chips? You can bust out a Combo Breaker, that's what!
    Each fighter has a special move that will function as a Combo Breaker. A Combo Breaker can potentially
    interrupt any part of a combo - Auto-Double, Linker, and End Special (but not the final hits of an Ultra Combo).
    The key is to use the proper Combo Breaker to break the move. This takes practice and a keen eye, plus vast
    knowledge of every character's Openers, Linkers and Auto-Doubles.
    Combo Breakers can be summed up as follows:
    Quick breaks Medium.
    Medium breaks Fierce.
    Fierce breaks Quick.
    The best way to envision Combo Breakers is like the game "Scissors, Paper, Rock" The correct combo
    breaker will beat your opponent's attack. To break an opener sequence or an end finisher, you must
    perform the combo breaker using the button that breaks the button your opponent is using. So if he
    hits you with a Fierce opener, you can break with your Quick combo breaker.
    Since you can break a Linker with any of the buttons (Quick, Medium or Fierce), it's risky to do
    long combos. However, you still have to learn the timing to do the combo breaker and that only
    comes with practice.
    Breaking a combo does several things. First of all, its gets you out of the humillating sequence
    of hits and damage, and it throws your opponent for a loop! Second of all, all characters have
    some moves that are enhanced after they have briken a combo. We have left these advanced post-breaker
    moves for you to discover on your own.
    A.C.T. (advanced combo theory)
    So you've mastered all the basic combos; jump-ins, openers, linkers and end finishers. Well that's
    far from all you'll find in Killer Instinct! Below you'll find some of the more advanced tricks,
    but we're going to leave it to you to find some of the really special moves (like Air-Doubles,
    Shadow Moves and Post Breakers Specials). Keep building upon your knowledge of Auto-Doubles and
    you'll be surprised how many new moves you can discover.
    Danger Moves
    When you have your opponent on the ropes and basically defeated, you can perform a Danger Move on
    him or her. You will only have a few seconds to perform the move. Some of the Danger Moves require
    special timing, or that you stand a certain distance from your victim.
    Ultra Combos
    If you opponent is almost defeated (his second life bar is almost gone and the bit that remains is
    flashing), you can perform an Ultra Combo. Basically, Ultra Combos are like special End Finishers
    that work when your opponent is almost defeated. Go into a combo sequence, and if you hit, finish
    it with the Ultra Combo move noted for the character you are using. If you do it correctly, you
    should get a double digit Ultra Combo, usually in excess of 20 hits. There is no way to combo break
    an Ultra Combo, but if you're getting hit by one, you were almost defeated anyway.
    * Definitions *
    Regular Move
    These are done by pressing a button, or by pressing one direction on the joystick, and a button.
    They are usually quick, but don't cause much damage.
    Special Move
    These are unique moves which can be performed at any time during the fight. They cause more damage
    and give you more points than regular moves, but require a specific joystick motion along with a
    specific button-press.
    Transition Move
    These are special moves which switch to another special move in the middle, often surprising the opponent.
    Overhead Hit
    These moves are the answer to people who go into a blocking crouch, and wait for you to attack
    so they can block and hit you. When you press ?+FP or a+FP near a crouching opponent, your
    character will do a powerful attack which hits your opponent from above, even if they are blocking.
    These moves are rather slow, and if you miss, or they stand up and block it, you will be vulnerable.
    Fortunately, pressing B+FP or B+MP will do a "fake" overhead attack. If your opponent stands up
    to block your fake attack, you can hit/bite/claw/stab/kick them in the legs/ankles/groin, and maybe
    start a combo.
    Combos are several moves strung together which are unblockable after the first hit. After you
    perform a combo, the announcer will yell out what type of combo it was. 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+), Ultra, and Ultimate.
    Stun Combo
    These short combos leave your opponent reeling and helpless. They only work on an opponent
    who is not already stunned, and whose energy bar is not flashing green or flashing red. Hitting
    the opponent with the same move or special move several times can also stun them
    (example: throwing several projectiles), as can hitting them with the same two moves two or three
    times in a row (example: fierce attack, uppercut, wait for them to get up, fierce attack, uppercut).
    Ultra Combo
    This refers to any combo using an Ultra ending - a special type of combo ending which can only be
    used when the opponent's second energy bar is flashing red or completely gone. It adds 18 hits
    onto the combo, and kills the opponent.
    Ultimate Combo
    This refers to any combo using an Ultimate ending - a special type of combo ending which can
    only be used when the opponent's second energy bar is flashing red or completely gone. It adds
    no hits to the combo, but makes the combo end in one of the character's No Mercy moves, and
    gives you lots of points.
    Turbo / Shadow Combo
    Turbo combos are combos whose endings go faster than normal and are harder to break. Shadow
    combos not only go faster than normal, but they take off more damage and they have a shadow.
    To do a turbo combo simply hold the button, do the ending motion, then release the button.
    Do the same thing when you have a flashing line and you will do a shadowed version. Turbo
    combo endings give you 50% more points than the normal ending, and shadow combo endings give
    you twice the normal points.
    Combo Extender
    These are special combo connectors. Each character has only one Extender, and most characters
    cannot do combos of significant length without doing thier extender move. Extenders are the
    easiest part of most combos to break, but no character can do thier longest combos without
    using an extender. For most characters, Extenders double as a special move (outside of combos).
    When used this way, Extenders are often called "reverse-control moves" because for most characters,
    the motion is CF,B+#. Extenders are used to "set up" special juggles and Air-Ultra combos,
    because doing an Extender after knocking your opponent into the air can fool the machine into
    thinking you are still in the middle of a combo, allowing you to do a combo-ending on your
    falling opponent, instead of an air-juggle.
    Combo Breaker
    These special moves are used to stop the combo your opponent is doing on you. They must be performed
    between hits in the combo, and only when you still have some energy left. You do not need to charge
    Combo Breaker moves. When using Combo Breakers, specific buttons must be used to break other buttons.
    QP/QK breaks MP/MK, MP/MK breaks FP/FK, and FP/FK breaks QP/QK. So if your opponent is doing a combo
    that uses button MP, and your Combo Breaker is B,F+QK/MK/FK, you would press B,F+QK to break that combo.
    We have noticed that for some reason, you can use QP/QK to break B,F+FP moves and connectors.
    You can only break a combo during an autosecond or during a multiple-hit combo ending. Combos which
    use no autoseconds or multiple-hit endings cannot be broken. A very few multiple-hit combo endings
    are unbreakable. After a character (except Eyedol) does a Combo Breaker, the little white vertical
    line at the end of thier current energy bar (the "shadow line") will start flashing.
    Retaliation Move
    These are special moves which can only be performed while you are getting up after having been knocked
    to the ground by your opponent. These moves do significant damage and make you temporarily immune to attacks.
    They are designed to keep your opponent from attacking you as you are getting up. A smart opponent, however,
    will anticipate your retaliation move and throw a projectile, timed to hit you just as your retaliation move
    finishes and you are vulnerable again.
    Air Juggle
    After you perform a combo that knocks the opponent into the air, you can hit them as they are falling with
    an air juggle move. Only certain special moves have can juggle opponents; other moves go right through them.
    Air juggle moves don't take off much energy, but they add extra hits to the combo. Air juggles done when a
    character's shadow line is flashing do three hits instead of just one.
    Shadow Move
    When your character's shadow line is flashing, you can perform special moves which you could not normally
    perform. These special moves go faster, do more hits, or cause more damage, than thier non-shadow counterparts.
    Shadow moves give you more points than the non-shadow counterparts.
    No Mercy
    After defeating your opponent for the second time in a fight, the announcer will say "Danger," and you
    will have the chance to perform a No Mercy to finish them off. A No Mercy may have a different outcome
    depending on what character you performed it against. They are listed as "finishing moves" in this guide.
    On the first version of this game, the announcer said "No Mercy", instead of "Danger", and thus the name...
    If you defeat your opponent for the second time in a fight without loosing all the energy in your first
    energy bar, you will be able to perform a Humiliation. A Humiliation is a move which forces the opponent
    to dance to some strange music. Each character does a unique dance.
    Last Breath
    After being defeated for the second time in a fight, your character will be dizzy. Rapidly shake the
    joystick and press all the buttons to speed up the dizzy process. If you do this long enough without
    your opponent hitting you or performing a finish move you, will regain your senses and and fight with
    your last breath. You will be given just enough energy so that if you block a special move, or get hit,
    you will die. When fighting on your last breath, you get a flashing shadow line which never stops flashing,
    and all your hits do double damage. The ever-flashing shadow line allows Sabrewulf to do some shadow
    combos he normally can't do, since any shadow move he does normally stops his line from flashing.
    Awesome Victory
    If you defeat your opponent and then do a No Mercy, a Humiliation, or knock them off a rooftop, you will
    see a special animation after the fight, and the announcer will say "Awesome victory!".
    Supreme Victory
    If you defeat your opponent while still on your first bar of energy, you will see a special animation
    after the fight, and the announcer will say "Supreme victory!".
    If you defeat your opponent without losing any energy, the word "Perfect" will appear during
    the Supreme Victory animation, and the announcer will say "Perfect!". Sometimes you can get a "Perfect"
    by winning with all of your first energy bar gone, but none of your second.
    Stages Description:
    - Canyon (D+1)
      In this stage you are fighting on a rope/log bridge with a huge rock
      canyon in the background. An interesting effect is that the bridge kind of
      bounces when you jump on it. The setting sun has the sky turned blazing red
      and the clouds are streaming towards you like mad. The music for this
      stage has sort of an Native American sound to it.
      The main thing to remember on this stage is to avoid being trapped on
      either end of the bridge since this puts you higher than your opponent and
      at a serious fighting disadvantage! This stage is associated with Chief
    - City Rooftop in Chicago (U+5)
      This stage has you on the rooftop of a skyscraper in a futuristic city at
      night. In the background there are various other buildings with flashing
      red beacons. There are also two billboards, one showing an animated
      Ultra 64 logo and the other showing a realtime scaled down version of your
      current fight! There is no high or low ground on this stage, but being
      trapped in a corner can be pretty damaging. The roofs look a lot
      like the ring's used in Virtual Fighter and you CAN knock your opponent off
      the roof, you need to do a charge at them usually in the middle of a combo.
      You will usually fall onto the pink car from the Chicago street stage!
      This stage is associated with Orchid.
    - Castle Rooftop (U+4)
      Similar to the City Rooftop scene but in this one you are set in more of a
      medieval time. Sort of a Transylvania feel to it, with bats flying around
      and lightning flashing....even has a full moon! Again, no high or low
      ground but watch those corners. And again, you can be knocked off the
      roof when charged. This is Spinal's Stage. I believe you land in the
      lava, but I may be wrong.
    - Under Castle Rooftop (???)
      This is the scene of the entrance to the Spinal's Castle, with a bridge in
      the background and the Spinal's Castle doors.
    - Boxing Gym (???)
      This one has you in a boxing workout gym with a boxing ring in the
      background and large punching bags. This is one of the cooler
      scenes cause as you and your opponent move back and forth the perspective of
      the scene changes and you can really see the 3-D effect with the punching
      bags and all. Of course this is T.J. Combo's stage.
    - Chicago Alleyway (D+4)
      Wow we're out on the streets, fighting amongst the broken down cars and
      graffiti covered buildings! This scene is also on of the better ones for
      seeing the 3-D effect of the perspective changes, particularly in the cars
      in the background. The music here has lots of police sirens going in it.
      Some of the graffiti is "Chicago Lives!","MT"(turmell?),"Kev Boyle's
      Vehicle Surgery"???. (Don't think is's anyones home)
    - Chateau (D+5)
      Here you are fighting in a nice cozy little room with a fire going in the
      fireplace and classic paintings hanging on the walls. Rich maroon velvet
      drapes and gold chandeliers add to the feel of the room. There is a large
      wooden door to the far right and stairs leading upwards to the left.
      Don't get forced onto the stairs, this puts you on higher ground and
      therefore at a disadvantage. This is Sabrewulf's hangout.
    - Mountain Shrine (U+3)
      This stage looks like you were transported to Alaska. There is snow
      all around, with a large concrete looking statue of two people (back
      to back) behind you. One of them looks like Orchid. The fighting area
      is a long narrow area, with a small bridge in the middle. The area with
      the statue looks like there should be some way to fight up there, and
      to anyone at Midway, it would of been cool to be able to walk(fight) all
      the way around the statue instead of about one half.(just a thought)
    - Mountain Temple (U+1)
      This stage is a lot like the above Mountain Shrine, except there is now
      a temple with the roof being held up by the two sculptures. Maybe a before
      and after a nuclear bomb thing here. It makes the other stage look like
      the ruins of this stage. This is Glacius' stage.
    - Industrial Warehouse (D+6)
      This stage place's you on a metal (grated) catwalk, high above in a
      ole Warehouse. On the side of the catwalk reads 'TDJ Stamper Industries'
      The fighting area is much shorter then normal, and the characters seem
      very close. This is where Fulgore hangs out.
    - Warehouse Basement (D+3)
      Probably not really the basement, but similar in looks, with a small
      bridge over lava. I haven't seen anyone fall in yet but I have heard
      that it is possible. There are flying bats all over. The bridge
      does bounce a little bit, and the camera really pans in and out a lot!
      This is one of Eyedol's stage's. You can knock him into the lava with a
    - Eyedol's Lair ( ??? )
      This is the other place that you can fight Eyedol at. It is hard to
      explain, but you fight real close to the screen (Feet are at the bottom
      of the screen) and looks like a old auditorium (Trashed) with empty
      seats ect.
    - Desert Roof Top (D+Start or U+6)
      Here you are on a rooftop in the desert. In the background there appears
      the old ruins of a city with very little left. There are vultures
      circling around, and a very bright sun in the background.
      This is Cinders Stage
    - Sky Top (D+5 - both players)
      Well here is one of the more nasty scenes in the game, not for the
      weak stomach. You are on top of a small (roof-like) brick area with
      clouds flying towards you very fast! (enough to make you motion sick)
      The big problem here is you can get knocked off of the brick top at any
      time! If you are close to the edge, and someone charges, you going to
      have quite a fall! You see your character falling for several seconds
      towards you, then poof, the body makes a cut-out (similar to a
      gingerbread man shape) in the ground. (A quick loss of $.50 here!)
    - Alter (D+2)
      You are now in a marble type alter room. A candle lit area, and pillars with
      bloody horns, and skulls attached. The room has a very cool looking
      reflection to it on the floor. This is Riptor's pad.
    - Dungeon (U+2)
      This is a infinite scrolling stage, which means you CANNOT get trapped
      into a corner!(yea) The background just keeps repeating some pillars.
    - Tiger Shrine (???)
      This stage has a large Golden Tiger head built into the back wall. It looks
      straight out of a D&D adventure, with jewels and gold. This is Jago's
    * Guide Key *
    1    = quick punch
    2    = medium punch
    3    = fierce punch
    4    = quick kick
    5    = medium kick
    6    = fierce kick
    S    = Start button
    U    = Up
    D    = Down
    F    = Forward (towards opponent)
    B    = Back (away from opponent)
    DF   = diagonally Down+Forward
    DB   = diagonally Down+Back
    JF   = jump forward
    JB   = jump back
    QCT  = Quarter Circle Towards (roll stick D->DF->F )
    HCT  = Half Circle Towards (roll stick B->DB->D->DF->F )
    QCDB = Quarter Circle Down Back (roll stick DF->D->DB )
    QCDF = Quarter Circle Down Forward (roll stick DB->D->DF )
    OH3  = Over Head 3 (press B+3 or DB+3 near a crouching opponent)
    CF   = Charge Forward (hold stick towards opponent for a bit)
    CB   = Charge Back (hold stick away from opponent for a bit)
    CDB  = Charge Down Back (hold stick diagonally down+back for a bit)
    CDF  = Charge Down Forward (hold stick diagonally down+forward for a bit)
    H#   = hold that button (H3 = hold down fierce punch)
    R#   = release that button (R5 = stop holding medium kick)
    BU   = break Ultra (see the "Tricks and Glitches" chapter)
    ,    = "then"
    +    = "and"
    /    = "or"
    |    = "this indicates that the combo breaks here and a new combo start's"
    ...  = Between parts of a transition move, this means that you can wait any
           length of time between doing those parts of the move.  Often, you can
           walk around and/or get hit during this time, and still be able complete
           the move.  If you leave the ground (jump, teleport, get uppercutted) or
           block during this time, you will not be able to complete the move.
    wait = the next part of the combo does not connect directly to the previous
           part (the "wait" could actually be anywhere from 0 to 10 seconds)
    line = the little vertical white line at the end of your current (not maximum)
           energy bar will start flashing after you do a Combo-Breaker, Energy
           Howl, or Absorbtion Shield.  Sometimes called the "shadow line", you
           need it to do shadow moves.  Doing several shadow moves makes the line
           stop flashing.  Doing one shadow move makes the line stop flashing for
           Sabrewulf.  Shadow combo endings do not stop the line from flashing.
    * Characters *
    Special note: all the combos listen here are for advanced players only;
    you need much practice before start to trying these combos.
    ##### JAGO #####
    Full name: Jago
    Age: 21
    Height: 5'6''
    Weight: 190 lbs.
    Jago is a mysterious warrior monk from a remote region of Tibet.
    Guided by the powerful Tiger Spirit to seek his destiny, he has
    been lead to the Killer Instinct tournament to destroy the evil within.
    Found abandoned as a baby at a Himalayan monastery and taken in by the
    Monks of the Tiger, Jago showed great promise from the start and, under
    the tutelage of the ancient Abbot, has swiftly become one of the Order's
    star pupils. During meditation he is visited by the very Tiger spirit his
    Order serves, which grants him great powers and Chooses him to battle the
    sinister evil of Ultratech. At first the power threatens to overwhelm
    Jago's sanity, but he soon masters it and becomes the finest warrior the
    Order has yet fathered. The ever-present uncertainty as to his origins,
    however, still troubles him.
    == ENDING ==
    Jago returns victorious to his shrine for communion with the Tiger
    By defeating the evil that existed at Ultratech, Jago is brought one
    step closer towards total enlightenment.
    Granted new powers for his loyal service, Jago strives for self
    improvement. He must now seek out a greater challenge and fulfill his
    Green Fireball      QCT+1/2/3       (projectile)
    Yellow Fireball     H1,QCT+R1       (magic 2)
    Flying Uppercut     F,QCT+1/2/3     (anti-projectile)
    Sliding Uppercut    CF,QCT+1/2/3    (anti-projectile)
    Green Sword         QCDB+3
    Flying Heel Kick    QCDF+4          (anti-projectile)
    Flying Heel Kick    QCDB+4/5/6      (anti-projectile)
    Fast Flying Kick    H5,QCDB+R5      (anti-projectile)
    Fast Flying Kick    H6,QCDB+R6      (anti-projectile)
    == SHADOW MOVES ==
    Fast Red Fireball         H3,QCT+R3      (line)
    Shadow Fast Heel Kick     H6,QCDB+R6     (line)
    G. Fireball to Flying Kick    QCT+1,QCDB+6      (projectile, anti-projectile)
    Y. Fireball to Flying Kick    H1,QCT+R1,QCDB+6  (projectile, anti-projectile)
    Double Flying Kick            QCDB+6,wait,B,F+6             (anti-projectile)
    Fake Flying Kick              QCDB+6,B,F+6                  (anti-projectile)
    Fake to Silent Flying Kick    QCDB+6,B,F+6,...B,F+6         (anti-projectile)
    Fake to Double Flying Kick    QCDB+6,B,F+6,...B,F+6,B,F+6   (anti-projectile)
    Double to Double Flying Kick  QCDB+6,wait,B,F+6,B,F+6       (anti-projectile)
    == OTHER MOVES ==
    Air Juggle       H2,QCT+R2       (1 hit)
    Air Juggle       H2,QCT+R2       (3 hits, line)
    Combo Breaker    F,QCT+1/2/3
    Retaliation      F,QCT+1/2/3     (anti-projectile)
    Sword Stab     B,F,F+1      (close)
    Falling Car    B,B,F,F+2    (1 to 4 pla)
    Humiliation    HCB+5        (1 to 4 pla)
    Ultimate SS    HCT+3        (during combo)
    Ultra Combo    QCDB+4       (during combo)
    == CONNECTORS ==
    1          2 hits          after QCDB+3
    2          2 hits          after Jump,6
    D+3        2 hits          after QCDB+3
    QCDB+3     2 hits          N/A
    4          2 hits          after QCDB+5
    5          3 hits          after QCDB+6
    6          3 hits          after QCDB+3
    == ENDINGS ==
    D+3          1 + air
    F,QCT+1      2 + end
    QCT+1        3 + end
    QCDB+5       3 + end
    F,QCT+2      3 + air
    F,QCT+3      4 + end
    == COMBOS ==
    3: QCDB+5,3,F,QCT+1
         1    1     1
    Points: 4500
    5: jump,6,3,F,QCT+1,H2,QCT+R2
            1 1     2         1
    Points: 15000
    20: CF+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,H5,QCDB+R5,QCT+R2
          1  1    2   3         1      2  3         1   3      2     3
    Points: 60500
    22: CF+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,5,H3,F,QCT+R3,QCT+R2
          1  1    2   3         1      2  3         1  3          4     3
    Points: 80500
    30: QCT+1,QCDB+6,wait,F+6,5,QCDB+3,5,4,QCDB+4
          1       1        1  3    2   3 1   18
    Points: 159100
    31: F+2,2|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,1,QCDB+R4
          1 1   2    3        1      2   3        1   1   18
    Points: 164100
    31: QCDB+6,5|QCDB+3,5,H6,QCDB+R6,QCDB+3,5,H6,QCDB+R6,H4,QCDB+R4
           1   3     2  3         1      2  3         1  1     18
    Points: 164500
    Max Ultra (Glitch):
    80: any combo,F,QCT+2,QCDB+3,QCDB+5,QCDB+5,QCDB+3,F,QCT+2,QCDB+3,QCDB+5,QCDB+5,QCDB+3,F,QCT+2,...,QCDB+4
           ?           3     0     0       1      2        3      0      0      1      2       3  ...   18
    Points: limited
    == USEFUL INFO ==
    -To do the 20 hits Killer: line, corner.
    -To do the 22 hits Killer: line, corner, against Eyedol.
    -To do 30 hits Ultra: the firewall must be hit the
     opponent at the same time with the flying kick, the
     double Flying Kick motion (QCDB+6,wait,F+6) is done
     by timing the second kick (F+6) so that you press
     the F+6 just as the main flying kick hits the opponent,
     or a split a second afterwards.
    -Jago 31 hits Ultra (164500) only works against Sabrewulf on
     Chief Thunder stage at the corner and one of the hits
     of the last Auto-Double (with 4) is missed.
    -Max 80 hits Ultra only works against Eyedol and the
     second QCDB+5 must hit just one time.
    ### TJ COMBO ###
    Full name: T.J. Combo
    Age: 25
    Height: 6'1''
    Weight: 220 lbs.
    T.J. Combo was once the undisputed heavyweight champion of the world for
    five years straight. He was stripped of his title for his brutal metods
    of punishing opponents. He now fights to regain his fame and fortune.
    Having fought his way from a seedy backstreet gym to the world heavyweight
    title through sheer raw power and aggression, after 5 years at the top
    T. J. "Combo" Garrett is brought crashing down by his own overwhelming greed.
    Having blown most of his cash on titanium arm implants to ensure that the
    title remained his, Combo is stripped of belt, wealth and public respect when
    the Ultratech surgeon who performed the operation sells his story to the media.
    Furious and humiliated, Combo returns to his old ghetto haunts and vows to defy
    the world at large in reaching the top once more.
    == ENDING ==
    With victory in the tournament, Combo has finally achieved his
    ambition to regain his lost fortune and popular status.
    Once a nobody from the ghetto, Combo celebrates his win and new found
    wealth by parading through those same streets.
    With money and fame at his side, Combo believes he can achieve
    Single Backfist      CB,F+1
    Double Backfist      CF,B+1
    Triple Backfist      CF,B+1,1
    Double Roll Punch    CB,F+2          (anti-projectile)
    Triple Roll Punch    CB,F+2          (anti-projectile, charge 2 seconds)
    Lunging Punch        CB,F+3
    Winding Uppercut     C3,R3,3         (charge 2 seconds
    Flying Knee          CB,F+4/6        (anti-magic 1)
    Rising Knee          CB,F+5
    Punching Bag         1,1,1,1,etc...  (up close)
    == SHADOW MOVES ==
    Shadow Lunging Punch    H3,CB,F+R3   (line, anti-projectile)
    Rolling Punch to Rising Knee           CB,F+2,B+5
    Lunging Punch to Single Backfist       CB,F+3,B+1
    Lunging Punch to Double Rolling Punch  CB,F+3,B+2    (anti-projectile)
    Lunging Punch to Sudden Stop           CB,F+3,B+3
    Lunging Punch to Flying Knee           CB,F+3,B+6    (anti-magic 1)
    == OTHER MOVES ==
    Air Juggle       CB,F+3          (1 hit)
    Air Juggle       CB,F+3          (3 hitss, line)
    Combo Breaker    B,F+4/5/6
    Retaliation      B,F+4/5/6
    Neck Breaker    B,F,F+2      (close)
    Screen Punch    HCT+6        (close)
    Humiliation     D,D,D+1      (1 to 4 pla)
    Ultimate SP     HCB+5        (during combo)
    Ultra Combo     CF,B+3       (during combo)
    == CONNECTORS ==
    CF,B+1     2 hits          N/A
    F+4        2 hits          after CF,B+1
    CF,B+2     3 hits          after CB,F+6
    5          3 hits          after CF,B+1 or CB,F+2/4/6
    6          3 hits          after CB,F+2
    CF,B+1     4 hits          after CF,B+1
    == ENDINGS ==
    CB,F+5      1 + air
    CB,F+2      3 + air
    CB,F+6      3 + air
    CB,F+3      4 + end
    CB,F+1      4 + air
    == COMBOS =='
    3: CB(4 secs),F+3,CB+3,F+4
                   1    1   1
    Points: 5000
    4: jump,6,CDB+6,F+5,CB,F+3
            1    1   1      1
    Points: 6500
    25: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,CB+1,H6,F+R6,wait,CB,F+3
            3    2    3   2    3    2       4            0      3            3
    Points: 107000
    42: CB,OH3,F+2,CB+1,CF+5,B+1,CF+5,CB+1,4,5,5,CF,B+3,wait,walk,B+1,H6,F+R6,wait,CB,F+3
            1   3    2    3   2   3     2  2 1 1    18             0       1           3
    Points: 149000
    42: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,B+1,F,B+3,wait,CF,CB+1,H6,F+R6,wait,CB,F+3
            3    2    3   2    3    2       4           0    17            0      3            3
    Points: 207000
    43: CB,F+2,CB+1,CF+5,B+1,CF+5,CB+1,H1,F+R1,walk,CF,B+1,F,B+3,CF,CB+1,H6,F+R6,CF,CB+1,H6,F+R6,wait,CB,F+3
            3    2    3   2    3    2       4           0    17       0       1       0       3           3
    Points: 217000
    Max Ultra (Glitch):
    80: BU: B+3 or CB,F+6 - CB,F+4,5,CB,F+4,5,CB,F+4,5,etc...
                                1  3     1  3     1  3 etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 25 hits Killer: line, corner, vs Eyedol.
    -To do the 42 hits Ultra (149000): line, and the H6,F+R6 juggle must be done
     very early, catching the opponent with one hit while they are still about
     three character-heights in the air. This will give Combo time to "unfreeze"
     and do his normal CB,F+3 three-hit juggle.
    -To do the 42 hits Ultra (207000): line, corner, air Ultra, vs Eyedol.
    -To do the 43 hits Ultra: line, corner, air Ultra, vs Eyedol.
    -The CB,F+4,5 in the 80 hits Ultra must be with the opponent in the corner.
    #### SPINAL ####
    Full name: Spinal
    Age: 2650
    Height: 5'5''
    Weight: 110 lbs.
    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!
    A legendary warrior over 2000 years ago, the thing now known as
    Spinal has been torn from the peace of death by Ultratech's cell
    regeneration experiments. Trapped in the new world, he has no choice
    but to obey orders despite his reluctance, and to make things worse
    he begins to suffer tormenting flashbacks to the ancient life he can
    never quite remember. After the awe and wonder he inspired when first
    unveiled to the public, this year Spinal finds himself in the shadow
    of Ultratech's latest creations (Fulgore, Riptor et al): and, filled
    with resentment, he sets out to prove his worth.
    == ENDING ==
    Tired of constantly being surrounded by death and destruction, Spinal
    decides on a career break...
    Although nominated for an Oscar for his first film, Spinal still has
    great difficulty finding roles that have meat to them.
    Absorb Shield      B+H1              (absorbs special moves for skulls)
    Shield Charge      F,F+1/2/3
    Teleport Front     D,D+1/2/3
    Teleport Behind    D,D+4/5/6
    Teleport Front     H1,Jump,D,D+R1    (midair)
    Teleport Behind    H4,Jump,D,D+R4    (midair)
    Flaming Sword      CB,F+2
    Flaming Sword      CF,B+2
    Weak slide         QCDF+6            (anti-projectile)
    == SHADOW MOVES ==
    Flaming Skull           QCT+1/2/3            (line)
    Double Flaming Sword    CB,F+2               (line)
    Double Flaming Sword    CF,B+2               (line)
    Fast Red Fireball       H1/2/3,QCT+R1/2/3    (line)
    Fast Red Fireball       QCT+1/2/3            (with at least 3 skulls)
    Two Flaming Skulls      H1,QCT+2+R1          (line)
    Shield Charge to Sword Slash         F,CF+2/3,B+2
    Teleport Front to Teleport Behind    D,D+3,D,D+1
    Teleport Behind to Teleport Front    D,D+6,D,D+1
    Flaming Skull to Flaming Skull       QCT+1,QCT+1,etc...  (line)
    == OTHER MOVES ==
    Air Juggle       QCT+1               (1 hit, line)
    Combo Breaker    F,F+1/2/3
    Combo Breaker    D,D+4/5/6
    Retaliation      D,D+1/2/3/4/5/6
    Skeleton Grab    B,B,B+5    (1 to 4 pla)
    Shield Stab      B,B,F+4    (close)
    Humiliation      HCT+6      (1 to 4 pla)
    Ultimate SG      QCDB+1     (during combo)
    Ultra Combo      HCT+3      (during combo)
    == CONNECTORS ==
    QCDF+6     1 hit           N/A
    CF,B+2     2 hits          N/A
    CB,F+2     1 hit           after 2/3
    CB,F+2     2 hits          after 2/3       (line)
    5          2 hits          after F,F+2
    6          2 hits          after F,F+3
    2          3 hits          after F,F+3 or Jump,6
    3          3 hits          after F,F+1 or CB,F+2 or CF,B+2 or QCDF+6
    == ENDINGS ==
    F,F,1            (3 + end)
    F,F,2            (3 + end)
    F,F,3            (4 + end)
    D,D+1/2/3/4/5/6  (# + ???)   (Morph into opponent and do one of their endings)
    Best Morph Buttons (BMBs):
    Cinder-2(4+air)   T.J.Combo-6(4+air)   Fulgore-2(4+air)   Glacius-2(4+air)
    Jago-3(4+end)     B.Orchid-2(4+air)    Riptor-2(4+air)    Sabrewulf-3(4+air)
    Spinal-3(4+end)   Eyedol-2(4+air)      Chief Thunder-3(4+air)
    == COMBOS ==
    3: D+3,F,F+3,F+3
        1     1   1
    Points: 4500
    4: F,CF+3,B+2,D+6
           1   2   1
    Points: 6500
    23: F,F+2,CF+2|B+2,CF+3,B+2,CF+3,B+2,3,A.E.,wait,QCT+1,QCT+1,QCT+1,QCT+1,QCT+1
           1    1   2    3   2    3   2  3  4           1     1     1     1     1
    Points: 70000
    23: CB,2,2,2,D,D+1 - CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDB+5,H3,QCT+R3,wait,QCT+1,QCT+1,QCT+1,QCT+1,QCT+1
           1 1 1    0        3      3  3     1  3  3     1        4          1     1     1     1     1
    Points: 98500
    32: F,F+2,CF+2|B+2,CF+3,B+2,CF+3,B+2,3,QCT+3
           1    1   2    3   2    3   1  3   18
    Points: 125000
    37: CB,2,2,2,D,D+1 - CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDB+5,F+1,wait,CF,B+2,wait,H2,D,D+R2,wait,QCT+1
           1 1 1    0        3      3  3     1  3  3     1 18           0              4         1
    Points: 178500
    Max Ultra (Glitch):
    80: BU: B+6 - 2,2,2,2,2,2,2,2,etc...
                  1 1 1 1 1 1 1 1 etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 23 hits (70000) Killer: corner, with 5 skulls, A.E = any
     Ending that hits four times the opponent, the Ending
     must launch the opponent to the air and do it with shadow for
     extra points.
    -To do the 23 hits (98500) Killer: corner, with 5 skulls, not playing on
     Player 2, vs Thunder, after you do this: CB,2,2,2,D,D+1, Spinal
     stay transformed into "shadow Thunder".
    -To do the 37 hits Ultra: line, not playing on Player 2, vs Thunder,
     after you do this: CB,2,2,2,D,D+1, Spinal stay transformed into
     "shadow" Thunder.
    Full name: Chief Thunder
    Age: 42
    Height: 6'2''
    Weight: 280 lbs.
    Mystical defender of Native American people, Chief Thunder enters
    the Killer Instinct tournament to solve the mystery behind the
    disappearance of his brother, Eagle, in the previus year's tournament.
    Long months have passed since the previous year's Ultratech tournament,
    and despite the wide-ranging searches of his tribe's supernatural phoenix
    allies, the Chief's beloved but overambitious younger brother has failed
    to return in either triumph or defeat. After much agonising over the
    matter, and to great protest from his tribesfolk, Thunder decides that
    he must suspect the worst concerning Eagle's fate, and pacifies his people
    by nominating himself as avenger. The Chief has no dreams of glory, taking
    up Ultratech's challenge with nothing but vengeance and a primal justice
    in mind.
    == ENDING ==
    After discovering the fate of his brother, Thunder contemplates the
    future and mourns the loss of Eagle.
    But, with his death avenged, the soul of Eagle can finally rest in
    peace forever.
                  Or can it...?
    Flying Mohawk     QCB+1/2
    Flying Mohawk     HCB+3
    Spinning Chop     CB,F+1/2/3   (anti-projectile)
    Spinning Chop     CF,B+2       (anti-projectile)
    Tomahawk Dive     QCB+3        (midair)
    Phoenix Throw     QCT+4/5/6    (projectile, control)
    Fast Phoenix      H5,QCT+R5    (projectile, control)
    == SHADOW MOVES ==
    Shadow Tomahawk Dive      H3,HCB+R3     (line, midair)
    Giant Red Phoenix         QCT+5         (line)
    Small Red Phoenix         H5,QCT+R5     (line)
    Flying Mohawk to Tomahawk Dive    HCB+3,F+3
    Flying Mohawk to Tomahawk Dive    HCB+3,HCB+3
    Flying Mohawk to Shadow Dive      HCB+H3,F+R3       (line)
    Flying Mohawk to Shadow Dive      HCB+3,H3,HCB+R3   (line)
    == OTHER MOVES ==
    Air Juggle       QCT+4          (1 hit)
    Air Juggle       QCT+4          (3 hits, line)
    Combo Breaker    QCB+1/2/3
    Retaliation      QCB+1/2/3
    Rain Dance      HCT+3      (1 pla)
    Axe Uppercut    HCB+6      (close)
    Humiliation     D,F,F+4    (1 to 4 pla)
    Ultimate RD     QCDB+2     (during combo)
    Ultra Combo     B,F+1      (during combo)
    == CONNECTORS ==
    QCB+1        1 hit           after OH3
    F+2          2 hits          after CB,F+3
    F/B+4        2 hits          after QCB+3 (midair)
    5            2 hits          after CB,F+2
    CF,B+2       3 hits          N/A
    B/F+6        3 hits          after CB,F+1/2/3
    == ENDINGS ==
    CB,F+3      3 + air
    QCT+6       3 + end
    QCB+2       4 + air
    QCB+3       4 + air
    == COMBOS ==
    4: CB,F+1,D+6
           3   1
    Points: 5250
    5: jump,6,3,QCT+5,QCT+4
            1 2    1     1
    Points: 11600
    24: CF,B+2|CF,B+2,6,CDF+5,B+2,6,CDF+5,H3,F+R3,JF,B+H2,QCDB+R2,wait,QCT+4
            3      3  3    1   3  3    1      3       0      4           3
    Points: 133500
    41: CB,CF+2,6|B+2,6,CDF+5,B+2,6,CDF+5,B+H2,QCDB+R2,wait,CF,B+2,F+1,wait,QCT+6
             3  1  3  3   1    3  3   1     3     4             0  18         3
    Points: 204250
            3   1  3  3    1   3  3    1       3      0       4       0   18     0              3       0          4
    Points: 303500
    Max Ultra (Glitch):
    80: BU: B+6 - CF,B+2,CF,B+2,CF,B+2,CF,B+2,etc...
                      3      3      3      3  etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 24 hits Killer: line, vs Eyedol, not playing on player 2.
    -To do the 41 hits Ultra: line, corner, against Jago one of the hits
     of the H2,QCDB+2 is missed, Air-Ultra.
    -To do the 49 hits Ultra: line, against Eyedol, not playing on Player 2,
     better in Sabrewulf or Thunder stages, corner, the Ultra Move must be
     done exactly as the falling opponent reaches the ground or the Air-Ultra
     won't work at all and the first QCDB+R2 must be hit 3 times.
    -The CF,B+2 in the 80 hits Ultra must be with the opponent in the corner.
    #### GLACIUS ####
    Full name: Glacius
    Age: Unknown
    Height: 6'3'' (variable)
    Weight: 300 lbs. (variable)
    Glacius is an alien being from a distant planet. When his spaceship crash
    landed on earth, he was captured by Ultratech. Hoping to prove these alien
    beigns to be inferior, Ultratech forces him to fight for his life in the
    Killer Instinct tournament
    Wandering the galaxy in search of new life, a curious Glacius skims too
    close to the Earth and, sucked in by its gravitational field, crashlands
    deep in the heart of a snowbound mountain range. Groggy but counting
    himself lucky to be alive, he surveys the damage and sets out in the hope
    of finding the parts he needs. The history books of Glacius' race warn of
    the humans' unreasoning brutality, but surely they exaggerate? Unfortunately,
    the alien will soon have time to regret his trusting nature when Ultratech
    capture him for use in their own unique brand of 'scientific research'.
    == ENDING ==
    After escaping from the grasp of Ultratech, Glacius finally returns
    to the site of his crashed spaceship.
    With the advanced technology present at Ultratech, Glacius takes the
    materials he needs and repairs his damaged ship.
    With memories of the evil he faced there fading slowly, Glacius
    begins the long and arduous trip back to his homeworld.
    Blade Uppercut      QCDB+1
    Shoulder Charge     CB,F+1/2/3
    Double Charge       CB,HF+1
    Bouncing Iceball    QCT+1/2/3     (projectile)
    Puddle Teleport     QCT+4
    Puddle Uppercut     QCT+5/6     (anti-all)
    == SHADOW MOVES ==
    Fast Bouncing Iceball    H1,QCT+R1     (line)
    Double Puddle Uppercut                 QCT+6,QCT+5,HF
    Instant Puddle Uppercut                QCT+6,QCT+5,...QCT+6
    Instant Puddle Uppercut                QCT+6,QCB+5,...QCT+6
    Puddle Uppercut to Puddle Uppercut     QCT+5,QCT+6/QCB+6
    Puddle Uppercut to Puddle Uppercut     QCT+6,QCT+5/QCB+5
    Puddle Teleport to Any Special Move    QCT+4, any special move
    == OTHER MOVES ==
    Air Juggle       QCT+6           (1 hit)
    Air Juggle       QCT+6           (3 hits, line)
    Combo Breaker    B,F+1/2/3
    Retaliation      QCT+4/5/6
    Blob Engulf    HCB+5      (1 pla)
    Needle Freeze  HCT+2      (1 pla)
    Acid Puddle    B,B,B+6    (1 to 4 pla)
    Humiliation    F,F,B+4    (1 to 4 pla)
    Ultimate AP    HCB+1      (during combo)
    Ultra Combo    B,F+3      (during combo)
    == 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 Jump,6
    4          3 hits          after QCT+5 or Jump,1
    6          3 hits          after QCT+5
    == ENDINGS ==
    QCT+5           3 + end
    QCT+6           3 + air
    QCDB+1          4 + air
    QCT+3           4 + air
    == COMBOS ==
    3: CB,HF+1,D+6
            2   1
    Points: 4500
    3: CB,F+2,F+6,QCT+2
           1   1    1
    Points: 4500
    "90+% damage":
    5-7: CB,OH3,CF+2,6,B+2,|H3,QCT+R3,wait,QCT+6
             1    1  1  2         4          3
    Points: 16500|70000
    21: CB,F+2,DF+6|walk,B+2,CF+2,1,B+2,CB+2,F+2,2,H3,QCT+R3,wait,QCT+6
            1    1        2   3   0  2    3   1  3        4         3
    Points: 95100
    35: CB,OH3,CF+2,2,CB+2,2,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6
            1    1  3   2  3  18          0        4          3
    Points: 184000
    36: jump,1,CDF+4,4,B+2,2,CDF+4,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6
             1   3   1  2  3    1  18           0        4           3
    Points: 183300
    36: CB,F+2,DF+6|walk,B+2,CF+2,B+2,CB+2,F+2,B+6,F+3,wait,CF,B+2,H3,QCT+R3,wait,QCT+6
            1    1        1    3   2    3   1   1  18           0        4          3
    Points: 189000
    41: CB,F+2,DF+6|walk,B+2,CF+2,1,B+2,CB+2,F+2,B+6,F+3,wait,CF,B+2,QCT+3,walk,B+2,H3,QCT+R3,wait,QCT+6
            1    1        2   3   0  2    3   1   1  18           0     4        0         4         3
    Points: 214100
    Max Ultra (Glitch):
    80: CB,CF+2,2,CB+2,2,F+3,wait,CF,B+2,B,B,B,QCT+3,JF,B+2,QCT+3,walk,B+2,QCT+3,JF,B+2,QCT+3,walk,B+2,QCT+3,etc...
             1  3   2  3  18          0           4      0    4         0    4       0    4         0     4  etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the "90+% damage" combo: line, not on Player 2 and before the
     H3,QCT+R3 you must wait a little time then the combo ends in Hyper and
     the four fireballs hits the opponent as a new combo.
    -To do the 21 hits Killer: line, vs Sabrewulf.
    -To do the 35 hits Ultra: line.
    -To do the 36 hits (183300) Ultra: line.
    -To do the 36 hits (189000) Ultra: line and against Sabrewulf the first CF,B+2 hits two
     times and you can get 37 hits.
    -To do the 41 hits Ultra: line, vs Sabrewulf and the first QCT+3 must be
     when him are still about a character's height off the ground, then, the first
     three fireballs hits the opponent normaly, but the fourth, hit a little later,
     sending him just high enough into the air that you can do the CF,B+2,QCT+3
     one more time.
    -To do 80 hits: only against Eyedol, in the Scrolling Dungeon secret stage (U+2),
     the B,B,B (three little steps back) after the first reverse are necessary for
     the first QCT+3 hit the opponent in the right form,  and the first three fireballs
     hits the opponent normaly, but the fourth, hit a little later, sending him just
     high enough into the air that you can do the CF,B+2,QCT+3 another time.
    #### FULGORE ####
    Full name: Fulgore MK.1
    Age: 1
    Height: 6'5''
    Weight: 560 lbs.
    A prototype cybernetic soldier developed by Ultratech, Fulgore was entered
    into the Killer Instinct tournament as a final test of its combat capabilities.
    Once its abilities are proven, mass production will begin.
    One of Ultratech's latest creations and possibly the most dangerous to date,
    Fulgore is the first in a planned series of cybersoldiers boasting
    state-of-the-art armouries, worked at feverishly over the last few years by
    a particularly erratic Ultratech genius and his team. Dark rumours abound as
    to where the prototype's human parts originated - the kind of rumours nobody
    dares voice. Before the Fulgore Mk.I model is even finished, the scientists
    are already working on an upgrade: and to prove the prototype's ultimate worth,
    it is entered into the tournament with orders to destroy all opposition.
    == ENDING ==
    The combat test of the Fulgore series assault cyborg has been a
    Mass production can now take place...
    After years of research, a weapon of awesome power is in the hands
    of Ultratech.
    The dawn of a robot controlled empire will soon begin.
    The first prototype model, Fulgore 1, is deactivated and placed in a
    museum. The only humans left to view it are now slaves.
    Flying Uppercut    F,QCT+1/2/3    (anti-projectile)
    1 Energy Bolt      QCT+1/2/3      (projectile)
    2 Energy Bolts     B,B,QCT+1      (projectile)
    3 Energy Bolts     F,B,B,QCT+1    (projectile)
    Reflect Shield     QCB+1/2/3      (reflects projectiles)
    Teleport Front     B,QCB+1/2/3    (control)
    Teleport Behind    B,QCB+4/5/6    (control)
    Claw Charge        CB,F+4/5/6
    Eye Laser          QCDB+6
    == SHADOW MOVES ==
    Auto 3 Energy Bolts       QCT+1          (line)
    Shadow Flying Uppercut    H3,F,QCT+R3    (line)
    Shadow Energy Charge      H6,CB,F+R6     (line)
    Energy Charge to Flying Uppercut    CB,F+4/5/6,F,QCT+1    (anti-projectile)
    Teleport to Flying Uppercut         B,QCB+1/2/3/4/5/6,F,QCT+1/2/3
    Teleport to Eye Laser               B,QCB+1/2/3/4/5/6,QCDB+6
    == OTHER MOVES ==
    Air Juggle       B,B,QCT+1        (1 hit)
    Air Juggle       F,B,B,QCT+1      (2 hit)
    Air Juggle       QCT+1            (3 hits, line)
    Combo Breaker    F,QCT+1/2/3
    Retaliation      F,QCT+1/2/3
    Eye Laser      HCB+3      (1 pla)
    Machine Gun    HCT+6      (1 to 4 pla)
    Humiliation    HCT+5      (1 to 4 pla)
    Ultimate MG    QCDB+2     (during combo)
    Ultra Combo    F,QCT+1    (during combo)
    == CONNECTORS ==
    3          2 hits          after CB,F+5
    4          2 hits          after Jump,1
    5          2 hits          after CB,F+6
    QCDB+6     2 hits          N/A
    1          3 hits          after CB,F+4/6 or QCDB+6
    2          3 hits          after Jump,6 / CB,F+5/6
    6          3 hits          after CB,F+6
    == ENDINGS ==
    B,F+5        3 + air
    B,QCB+1      4 + end
    QCT+2        4 + end
    F,QCT+3      4 + end
    == COMBOS ==
    3: CB,3,F+6,F,QCT+1
          1  1      1
    Points: 5000
    6: jump,6,6,F,QCT+3
            1 1     4
    Points: 21000
    20: QCDB+6,1|QCDB+6,CB+6,F+6,6,QCDB+6,H1,B,QCB+R1,QCT+1
           2   3     2    3   1  3    2   3        3     3
    Points 56500
    34: CB,OH3,F+6,6,QCDB+6,6,F,QCT+1,wait,QCDB+6,H5,CDB,F+R5,wait,QCT+1
            1   1  3    2   3     18          0            3         3
    Points: 145500
    39: QCDB+6,1|QCDB+6,CB+6,F+6,6,QCDB+6,6,CB+H5,F+R5,wait,QCDB+6,CB,CF+5,QCT+1,wait,QCDB+6,CDB+H5,F+R5,wait,QCT+1
           1   3     2    3   1  3    2   3        1           0        0    18           0           3          3
    Points: 166500
           1   3     2    3   1  3    2   3        1      0        0    18      0           1       0       0
    3     3
    Points: 176500
    Max Ultra (Glitch):
    80: BU: B+6 or CB,F+6 - CB,F+6,CB+5,F+5,wait,QCDB+6,CB,F+5,CB,F+5,wait,QCDB+6,CB,F+5,CB,F+5,etc...
                                1    2   3          0       0      3          0       0      3  etc...
    Points: unlimited (Ultra), limited (Killer)
    == USEFUL INFO ==
    -To do the 20 hits Killer: line, you should locate of this way:
     Corner|Fulgore|Jago (or Jago|Fulgore|Corner), vs Jago.
    -To do the 34 hits Ultra: line.
    -To do the 39 hits Ultra: line, corner, only against Jago, in Thunder
     stage and the Ultra Move (F,QCT+1) must be done exactly as the falling
     opponent reaches the ground, or the Air-Ultra won't work at all.
    -To do the 40 hits Ultra: line, corner, only against Jago, in Thunder
     stage, the Ultra Move (F,QCT+1) must be done exactly as the falling
     opponent reaches the ground, or the Air-Ultra won't work at all and the
     B,QCB+R1 must be done quickly after the reverse move so it hits one time
     high in the air.
    -To do the 80 hits Ultra (Glitch): corner. This combo too works
     without the break Ultra, but with break Ultra is more easy to do.
    -The 80 hits Ultra or Killer is REALLY HARD to do, you need much
     practice (and BIG luck) to do it.
    #### CINDER ####
    Full name: Cinder (Ben Ferris)
    Age: 31
    Height: 6'2''
    Weight: 195 lbs.
    Cinder was a convicted criminal who agreed to participate in
    Ultratech's chemical weapons test in exchange for early parole.
    A failed experiment turned him into a being of living flame.
    He was now been offered freedom he can defeat Glacius in the
    Killer Instinct tournament.
    Ben Ferris, a small-time criminal with counts of assault,
    breaking and entering and arson on his record, is the latest
    convict to be bought out of jail for Ultratech's twisted uses.
    His fate is to be used as a human guinea-pig in the company's
    chemical weapon developments, an unexpected side-effect leaving
    him consumed by fire but somehow, much to his own horror, still
    alive. He is kept confined in a top-security block until Ultratech
    decide to enter him into the tournament under the codename Cinder
    to defeat Glacius fairly and in full public view, his freedom
    providing the ultimate incentive.
    == ENDING ==
    Leaving as the champion of the tournament, a hostile police reception
    awaits him outside the gates of Ultratech.
    As no stranger to confinement from his former life of crime, Cinder
    has no intention of being imprisoned again.
    Using his newly acquired power, he easily evades the capture attempt,
    leaving his potential captors in his wake.
    Picking a location suitable for his current condition, he ponders his
    next move.
    Flaming Palm     B,B+1
    Red Outline      HCB+2        (immune to all projectiles)
    Red Outline      H1,HCB,R1    (immune to all projectiles)
    Invisibility     HCB+3
    Flame Torpedo    F,F+1/2/3    (ground/midair)
    Flame Torpedo    CB,F+1/2/3
    Flame Stream     F,F+4/5/6
    Flame Stream     CB,F+4/5/6
    Flip Kick        F,QCT+4/5/6
    == SHADOW MOVES ==
    Shadow Flame Torpedo     H2,F,F+R2      (line)
    Shadow Flame Torpedo     CB+H2,F+R2     (line)
    Invis. Teleport Front    HCB+1          (line)
    Invis. Teleport Back     H1,HCB+R1      (line)
    Flame Torpedo to Diagonal Flame Torpedo    F,F+3,B+3    (midair)
    Flame Torpedo to Flip Kick                 F,F+1/2/3,QCT+4/5/6
    Teleport Front to Flip Kick                HCB+1,F,QCT+4/5/6
    Teleport Front to Flip Kick                H1,HCB+R1,
    == OTHER MOVES ==
    Air Juggle       CB,F+3          (1 hit)
    Air Juggle       F,F+3           (1 hit)
    Air Juggle       CB,F+3          (3 hits, line)
    Air Juggle       F,F+3           (3 hits, line)
    Combo Breaker    F,QCT+4/5/6
    Retaliation      F,QCT+4/5/6
    Lava Pool      B,B,B+2    (1 to 2 pla)
    Meltdown       HCT+4      (1 pla)
    Humiliation    B,B,B+6    (1 to 4 pla)
    Ultimate MD    HCB+5      (during combo)
    Ultra Combo    F,F+3      (during combo)
    Ultra Combo    B,F+3      (during combo)
    == CONNECTORS ==
    CF,B+1     2 hits          N/A
    3          2 hits          after F,F+3 / CB,F+3
    4          2 hits          after CF,B+1 / F,F+3 / CB,F+3
    1          3 hits          after F,F+2 / CB,F+2
    2          3 hits          after CF,B+1 or Jump,6
    == ENDINGS ==
    F,F+2        4 + air
    CB,F+2       4 + air
    F,QCT+4      4 + air
    F,QCT+5      4 + air
    F,QCT+6      4 + air
    == COMBOS ==
    3: CDB+3,F+3,6
         1    1  1
    Points: 4500
    5: CDB+3,F+2,F+6,F,F+3
          1   2   1     1
    Points: 12000
    27: F,F+3(in air),B+3,CB+4,F+3,CF+4,1,B+1,CB+4,F+3,CB+4,1,H2,F+R2,F,F+1,CF,H6,QCT+R6,wait,F,F+3
           1           1    2   1    2  1  2    2   1    2  1      4     0           4           3
    Points: 121200
    37: CB,OH3,CF+2,1,CB+1,2,1,F+3,wait,F,F+1,F,F+1,F,F+1,H5,F,QCT+R5,wait,F,F+3
            1    2  3   2  3 1  18         0     0     0          4           3
    Points: 179600
    41: F,F+3(in air),B+3,CB+4,F+3,CF+4,1,B+1,CB+4,F+3,CB+4,1,F+3,wait,F,F+1,F,F+1,F,F+1,wait,H6,F,QCT+R6,wait,F,F+3
           1           1    2   1    2  1  2    2   1    2  1 18          0     0     0               4          3
    Points: 181200
    Max Ultra (Glitch):
    80: BU: B+6 - F,F+2,5,F,F+2,wait,F,F+1,F,QCT+5,F,F+1,F,QCT+5,etc...
                     2  2    4          0       4     0      4   etc...
    Points: unlimited (Ultra), limited (Killer)
    == USEFUL INFO ==
    -To do the 27 hits Killer: line.
    -To do the 37 hits Ultra: line.
    -To do the 41 hits Ultra: line.
    -The 80 hits Ultra too works without the break Ultra, but with
     break Ultra is more easy to do.
    ### SABREWULF ###
    Full name: Von Sabrewulf
    Age: 45
    Height: 5'11''
    Weight: 400 lbs.
    Sabrewulf is afflicted with the rare disease, Lycanthropy.
    Although he has spent most of his life as a recluse, he
    enters the Killer Instinct tournament on the promise of
    a cure if he is victorious.
    Since the day when a wolfbite left him afflicted with a
    particularly virulent strain of lycanthropy, Count Von
    Sabrewulf has lived in exile in his remote mountain tower,
    shunned by society, struggling with insanity as his disease
    grows steadily worse. A handful of years back his worst
    nightmare was realised when he failed to revert to human form
    at all. Every rumour of a possible cure has been at best a hoax,
    so when a message arrives promising salvation should he enter
    and win the Ultratech contest, Sabrewulf is highly suspicious
    but obliged to seize any chance that comes his way.
    == ENDING ==
    With victory, Sabrewulf obtains the cure he sought for so long from
    the hands of Ultratech.
    Cured at last of his curse, Count Von Sabrewulf can return to leading
    a normal existence.
    Flaming Bat      QCB+1/2/3    (projectile)
    Spinning Claw    CB,F+1/2/3   (stops flashing line)
    Spinning Claw    CF,B+2
    Rolling Claw     CB,F+4       (stops flashing line, anti-projectile)
    Charging Claw    CB,F+5
    Leaping Claw     CB,F+6       (anti-all)
    Energy Howl      QCDB+6       (starts shadow line flashing)
    == SHADOW MOVES ==
    Double Spinning Claw       CB,F+1/2/3    (line)
    Double Rolling Claw        CB,F+4        (line)
    Long Range Leaping Claw    CB,F+6        (line, anti-magic 2)
    Charging Claw to Rolling Claw     CB,CF+5,B+4
    Charging Claw to Charging Claw    CB,CF+5,B+5
    Charging Claw to Leaping Claw     CB,CF+5,B+6
    Stationary Claw Roll              CB,CF+5,B+5,...F,B+4
    Quick Charging Claw               CB,CF+5,B+5,...F,B+5
    Quick Leaping Claw                CB,CF+5,B+5,...F,B+6
    == OTHER MOVES ==
    Air Juggle       CB,F+6          (1 hit)
    Air Juggle       CB,F+6          (3 hits, line)
    Combo Breaker    B,F+4/5/6
    Retaliation      B,F+4/5/6
    Claw Stab       B,B+5      (close)
    Screen Punch    B,B,F+2    (1 pla)
    Humiliation     F,F+1      (1 to 4 pla)
    Ultimate CS     HCT+3      (during combo)
    Ultra Combo     F,B+4      (during combo)
    == CONNECTORS ==
    CF,B+2     2 hits         N/A
    5          2 hits         after CB,F+1
    2          3 hits         after CB,F+2/4/6
    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 ==
    2: CB(4 secs),CF+5,B+5
                    1   1
    Points: 1000
    6: jump,CB+6,6,F+5,CB,F+6
              1  1  1      3
    Points: 26500
    24: CB,CF+6,2|CB+2,F+4,CB+H3,CF+R3,6,CB+2,4,H5,F+R5,wait,CF,B+2,H4,F+R4
             1  3   2   4          4   3   2  1      4           0       4
    Points 105600
    36: CB,OH3,CF+2,6,B+2,6,CF+4,B+4,wait,walk,CB+2,H4,F+R4
            1    4  3  2  3   1   18             0      4
    Points: 155600
    38: CB,CF+6,2|CB+2,F+4,CB+H3,CF+R3,6,B+2,CF+4,B+4,wait,CF,B+2,H4,F+R4
             1  3   2   4          4   3  2    1   18          0       4
    Points: 165600
    Max Ultra (Glitch):
    80: BU: B+6 - 2,2,2,2,2,2,2,2,etc...
                  1 1 1 1 1 1 1 1 etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 6 hits unbreakable: line.
    -To do the 24 hits Killer: line and not playing on player 2.
    -To do the 36 hits Ultra: line.
    -To do the 38 hits Ultra: line and not playing on Player 2.
    ### B.ORCHID ###
    Full name: Black Orchid
    Age: 23
    Height: 5'6''
    Weight: 125 lbs.
    B. Orchid is a secret agent, sent by an unknown group to
    investigate the mysterious disappearances that surround
    the Killer Instinct tournament. Her true identity and
    abilitie are shrouded in secrecy.
    For many years Black Orchid has been amongst the codenamed
    elite of a professional spy organisation working for the
    greater good of society. Her past remains hidden, including
    some things of which even she is unaware: she won't find out
    for some time yet that Jago is actually her brother. Realising
    that clear evidence of Ultratech's crimes and dark ambition
    is proving impossible to come by, she eventually decides that
    the only way into the company is also the most dangerous - straight
    through the open front door. Once her superiors are persuaded of
    the necessity, she goes ahead and enters the tournament.
    == ENDING ==
    Escaping unscathed with vital information about the corrupt future
    plans of Ultratech, Orchid rushes back to report.
    Informing her superiors of Ultratech's evil intentions, they can now
    act in bringing about the destruction of the corruption presiding there.
    Sabre Charge       QCDB+1/2
    Swinging Sabres    QCDB+3
    Tiger Charge       CB,F+1/2/3    (anti-all)
    Laser Boomerang    QCT+1/2/3     (projectile)
    Helicopter Kick    CB,F+4/5/6
    == SHADOW MOVES ==
    Shadow Sabre Charge        QCDB+2        (line)
    Shadow Tiger Charge        H3,CB,F+R3    (line, anti-all)
    == OTHER MOVES ==
    Air Juggle       QCT+1             (1 hit)
    Air Juggle       QCT+1             (3 hits, line)
    Combo Breaker    B,F+4/5/6
    Retaliation      B,F+4/5/6         (anti-projectile)
    Retaliation      F,B+4/5/6         (anti-projectile)
    Frog Squash     D,F,B+4,...6  (close)
    Heart Attack    B,F,F+1       (close to 4 pla)
    Humiliation     HCB+3         (1 to 4 pla)
    Ultimate HA     HCB+5         (during combo)
    Ultra Combo     B,F+2         (during combo)
    == CONNECTORS ==
    F+1             1 hit           after QCDB+2
    B+1             1 hit           after F+1
    QCDB+1          1 hit           N/A
    QCDB+2          1 hit           N/A
    QCDB+2          2 hits          N/A    (line)
    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
    B+6             3 hits          after CB,F+6
    == ENDINGS ==
    CB,F+5          3 + air
    QCT+5           3 + air
    QCT+3           4 + end
    QCDB+3          4 + air
    CB,F+4          4 + air
    == COMBOS ==
    3: CB,F+2,D+6
           2   1
    Points: 4500
    4: QCDB+2,QCDB+3,QCT+1
           1     2     1
    Points: 11000
    37: CB,F+2,DF+6|walk,CB+5,1,F+6,1,QCDB+1,CF+1,CB+5,1,F+6,CB+1,CF+6,1,H3,QCDB+R3,QCT+1
            2    1         2  3  3  3     1    1    2  3  3    3   3   3         4     3
    Points: 103000
    47: CB,OH3,F+6,CB+1,CF+6,1,QCDB+1,F+1,CB+5,1,F+6,CB+1,F+2,wait,QCT+1
            1   3    3    3  3    1    1    2  3  3    3  18         3
    Points: 152000
    48: CB,F+6,CB+1,CF+6,1,CB+5,1,F+6,CB+1,F+6,CB+1,F+2,wait,QCT+1
            1    3    3  3   2  3  3    3   3    3  18         3
    Points: 152500
    51: CB,F+2,DF+6|walk,CB+5,1,F+6,1,QCDB+1,CF+1,CB+5,1,F+6,CB+1,F+6,CB+1,F+2,wait,QCT+1
            2    1         2  3  3  3     1    1    2  3  3    3   3    3   18        3
    Points: 163000
    Max Ultra (Glitch):
    80: BU: U+6 - QCDB+2,5,QCDB+2,5,etc...
                     1   2    1   2 etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 37 hits Killer: line and only vs Sabrewulf.
    -To do the 47 hits Ultra: line.
    -To do the 48 hits Ultra: line and the first CB,F+6 must be
     done about three or four character distance then it only hit
     one time.
    -To do the 51 hits Ultra: line and only vs Sabrewulf.
    -To do the 80 hits Ultra: corner.
    #### RIPTOR ####
    Full name: Riptor
    Age: 4
    Height: 7'0''
    Weight: 700 lbs.
    == HISTORY ==
    Riptor is a product of Ultratech's DNA Manipulation Project.
    By splicing human and reptilian genes, they have created a
    fighting creature with animal ferocity and human inteligence.
    Another of Ultratech's miraculously realised concepts: a
    crossbreed of human and reptilian DNA, resulting in a creature
    that combines formidable intelligence with sheer brute strength.
    Nurtured from the egg by a dedicated Ultratech professor and her
    team, the beast nicknamed 'Riptor' by others has barely reached
    4 years of age before it first demonstrates its full savage power
    in a human kill. Riptor is confused and often finds itself torn
    between human reasoning and predatory instincts, resorting to
    attack when it fails to understand the situation, as ever more
    people find out the hard way.
    == ENDING ==
    Ultratech's plans at creating a genetically engineered weapon have
    escalated beyond even their control.
    By toying with the laws of nature, Ultratech have finally doomed the
    human race... dinosaurs once again rule the Earth.
    Claw Uppercut    QCDB+1
    Charge Attack    CB,F+1/2/3
    Fireball         QCB+1/2/3    (projectile)
    Air Fireball     QCB+3        (projectile, midair)
    Flame Jet        QCDB+3
    Leaping Kick     CB,F+4/5/6   (anti-projectile)
    Leaping Kick     CF,B+4/5     (anti-projectile)
    Leaping Kick     HCT+4        (anti-projectile)
    Tail Flip        QCDB+4/5/6   (anti-projectile)
    Air Tail Flip    QCDB+6       (midair)
    == SHADOW MOVES ==
    Fast Leaping Kick         H6,CB,F+R6    (line, anti-projectile)
    Fast Purple Fireball      H2,QCB+R2     (line)
    Charge Attack to Breathe Fire      CB,F+1/2/3,B+3
    Charge Attack to Tail Flip         CB,F+1/2/3,B+4
    Charge Attack to Leaping Claw      CB,F+1/2/3,B+5
    Leaping Kick to Midair Fireball    CB,F+6,QCB+3     (midair)
    Leaping Kick to Air Tail Flip      CB,F+6,QCDB+6    (midair)
    == OTHER MOVES ==
    Air Juggle       QCB+1           (1 hit)
    Air Juggle       QCB+1           (3 hits, line)
    Air Juggle       QCB+3           (1 hit, midair)
    Combo Breaker    B,F+4/5/6
    Retaliation      B,F+4/5/6       (anti-projectile)
    Eat Opponent   HCT+2        (1 to 4 pla)
    Acid Spit      B,B,B+5      (1 to 4 pla)
    Tail Stab      F,F,B+6      (1 pla)
    Humiliation    D,D,F,F+3    (1 to 4 pla)
    Ultimate EO    HCT+1        (during combo)
    Ultra Combo    B,F+4        (during combo)
    == CONNECTORS ==
    CF,B+4     2 hits         N/A
    CB,F+4     2 hits         N/A
    QCDB+5     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+3/4
    == ENDINGS ==
    QCDB+5          3 + end
    CB,F+6          3 + air
    QCB+3           4 + air
    QCDB+1          4 + air
    == COMBOS ==
    3: jump,6,CB+3,F+3
            1   1   1
    Points: 4500
    8: CB,F+3,QCDB+5,QCDB+1,wait,QCB+1
           1     2      4          1
    Points: 26500
    20: CB,CF+3,6|B+4,CF+1,B+4,CF+1,CB+4,4,H3,QCT+R3,QCB+1
             1  2  2    3   2    3    2  1        4    3
    Points: 94100
    33: CB,OH3,CF+4,1,CB+4,1,4,F+4,wait,QCB+1
            1    2  3   2  3 1  18         3
    Points: 144600
    34: CB,CF+3,6|B+4,CF+1,B+4,CF+1,CB+4,4,F+4,wait,QCB+1
             1  2  2    3   2    3    2  1  18        3
    Points: 154100
    Max Killer (Glitch):
    80: any combo,QCDB+1,wait,CF,CB+4,F+2,QCDB+1,wait,CF,CB+4,F+2,QCDB+1,etc...
           ?         4             0   0      4            0   0     4   etc...
    Points: limited
    Max Ultra (Glitch):
    80: BU: B+3 - CB,F+1,2,CB,F+1,2,ect...
                      1  2     1  2 etc...
    Points: unlimited
    == USEFUL INFO ==
    -To do the 20 hits Killer: line.
    -To do the 33 hits Ultra: line.
    -To do the 34 hits Ultra: line.
    -To do the 80 hits Killer: corner, only against Eyedol and
     if you want to get more points, you must do all the end
     finishers in shadow mode (QCDB+1 >> H1,QCDB+R1).
    -The 80 hits Ultra must be with the opponent in the corner.
    #### EYEDOL ####
    Full name: Eyedol
    Age: that would be telling
    Height: too tall
    Weight: really heavy
    Eyedol is Ultratech's trump card. Ultratech's scientists
    snatched him out of Limbo to do battle with the finalist
    in this year's Killer Instinct tournament.
    Little did they realize what kind of power they were
    releasing when they set Eyedol free from his magical
    Eyedol and his greatest rival, Gargos - known only in the modern
    world to the Monks of the Tiger as the great Spirit they
    serve - were the last surviving Warlords of ancient times,
    battling for ultimate control of the land. The heroes of the age
    joined together to banish them to Limbo, and for 2000 years there
    they stayed: but now Ultratech's meddlings have resulted in a
    device that can scan the void for life, and despite their efforts
    to shut it down before anything nasty gets out, a weakened Eyedol
    manages to break through at the last minute, right into the
    company's scheming hands.
    == ENDING ==
    "Billy... Are you my long lost son Billy?..."
    "Why would I be your son?... My name's Eyedol."
    "My son was lost in a car crash... I give him those bracelets for his
    "Somehow.......... we don't think so."
    == EYEDOL CODE ==
    To play as Eyedol (on the 1.5d chip), pick Cinder, and when
    the VS animation starts, hold right on the joystick and
    press 1,4,3,5,2,6.
    If you do it right, you will hear a voice saying: "Eyedol".
    Fireball               QCT+1/2/3     (magic 1)
    Horn Charge            B,F+1
    Mace Swing             B,F+3       (reflects projectiles)
    Forward Leaping Mace   B,F+4       (anti-all)
    Upward Leaping Mace    B,F+5       (anti-all)
    Backward Leaping Mace  B,F+6       (anti-all)
    Energy Stomp           B+2
    Double Horn Gore       3 / 3,3     (must be right next to opponent)
    == SHADOW MOVES ==
    Triple Fireball                   QCT+3        (during stomp)
    Turbo Horn Charge                 B,F+1        (during stomp)
    Quick Turbo Horn Charge           B+2,F+1
    Energy Stomp to Stop              B+2,2
    Horn Charge to Stop               B+2,F+1,B+1
    Horn Charge to Mace Swing         B,F+1,B+3
    Charge to Forward Leaping Mace    B,F+1,B+4
    Charge to Upward Leaping Mace     B,F+1,B+5
    Charge to Backward Leaping Mace   B,F+1,B+6
    Stomp to Turbo Charge to Swing    B+2,F+1,B+3
    == OTHER MOVES ==
    Air Juggle       B,F+1       (1 hit)
    Air Juggle       B+2,F+1     (1 hit)
    Combo Breaker    B,F+1/2/3
    Retaliation      B
    == CONNECTORS ==
    B,F+1      1 hit          after B,F+1
    B,F+4      1 hit          after 5
    B,F+5      1 hit          N/A
    1          2 hits         after B,F+4
    4          2 hits         after B,F+4/5
    3          3 hits         after B,F+1/4/5
    5          3 hits         after 3/B,F+1/4/5
    6          3 hits         after B,F+4
    == ENDINGS ==
    B,F+1      1 + end
    B,F+3      4 + air
    H3,B,F+R3  Turbo 4 hit + air
    == COMBOS ==
    3: B+2,QCT+3
        0     3
    Points: 4500
    6: F+3,3,CB+5,F+4
        1  1   3   1
    Points: 8100
    Max King:
    11: CB,F+1,CB,F+1,CB,F+1,5,CB+H3,F+R3,wait,CB,F+1
            1      1      1  3    0    4           1
    Points: 28850
    Max Killer:
    12: F+1,4,5,CB+H3,F+R3,wait,CB,F+1
         1  2 1   3    4            1
    Points: 32900
    Max Ultra (Glitch):
    80: BU: B+3 - CB,F+1,CB+5,F+3,wait,B,F+1,B,F+1,B,F+1,etc...
                      1    3   4          1     1     1  etc...
    Points: unlimited (Ultra), limited (Killer)
    == USEFUL INFO ==
    -To do the 80 hits Ultra (or Killer) the opponent must be
     in the corner.
    -The 80 hits combo too works without the break Ultra,
     but without break Ultra this combo is of limited points
     (less 105000 points).
    * Demons, Streaks and Kings *
    == SPEED DEMONS ==
    The faster time I can do: 1:90 (I hear about 1:83 with Fulgore, but
    I am not sure of this; I don't have proofs...)
    To do 1:90 you must play in 2 player mode, pick Cinder vs Eyedol
    (pick both players D+5 to do the Sky Platform) and do the Turbo Mode
    (both players in vs screen, F+1+2+3).
    Quickly, when the round starts jump back with Eyedol and do the F,F+3
    with Cinder, REMEMBER: you must be really QUICKLY doing the move with
    The max wins, will depends of the quantity of money that you want to burn :)
    == KILLER KINGS ==
    To perfom a very BIG Killer KINGS, pick CINDER vs ORCHID,then do the BU
    (broken Ultra) of CINDER and do this combo:
    do it till 80 and then in the 2nd energy bar, do CINDER ultimate
    (jump,6,2,HCT+5) and your 80 is * by~5,if you do 1.000.000 pts,
    the ultimate make the 1.000.000 * by~5 = 5.000.000 pts.
    I don't test it but you can also do a big Killer King using Cinder,
    making the Ultra normaly (without the Ultimate move), but with this,
    you need a big patience to do a really "high quantity" in the Killer
    Kings table.
    * Tricks and Glitches *
    High Scores Table:
    During the demo mode, press up on one of joysticks to view the high scores.
    Random Select Character:
    At the character selection screen, hold up and press start. A random
    character will be chosen for you.
    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.
    Stage and Music Select:
    When you are selecting your character in a two-player game, hold up or down on
    the joystick and press a button.  This will pick your character, but will also
    choose either the background or music from a specific stage.  If you are the
    first person to choose your character, you get to choose the background.  If
    you are the second person to choose, you get to choose the music.  The
    joystick direction and buttons needed for each stage are listed below:
    Snow Shrine (Glacius stage):           U+1
    Scrolling Dungeon (Secret):            U+2
    Ice Sculpture:                         U+3
    Castle Rooftop (Spinal stage):         U+4
    Chicago Rooftop (Orchid stage):        U+5
    Desert Rooftop (Cinder stage):         U+6 / D+S
    Canyon Bridge (Thunder stage):         D+1
    Bloody Altar (Riptor stage):           D+2
    Lava Bridge (Eyedol stage):            D+3
    Chicago Street:                        D+4
    Castle Fireplace (Sabrewulf stage):    D+5
    Sky Platform (Secret):                 D+5 (both players)
    Ultratech Industries (Fulgore stage):  D+6
    Unfortunately, these stages are unselectable: Jago's stage, T.J. Combo's stage,
    under the Spinal's stage and Eyedol's Castle stage.
    Combo Breaker Mode:
    During the VS animation, hold Down and press Start. It must be done on both
    sides.  You will hear "Combo Breaker". It makes Combo Breakers easier to do.
    Turbo Mode:
    During the VS animation, hold Right and  press 1+2+3. It must be done on both
    sides.  You will hear a "swoosh". It makes the game go faster for one fight.
    Running on the Rooftop:
    Play on a rooftop stage and when the opponent has very little energy left have
    Riptor and the opponent get on opposite ends of the rooftop.  Have Riptor
    throw a slow fireball and make sure the opponent isn't blocking.  When the
    fireball is a ways out, have Riptor do his fierce Charge Attack (CB,F+3).
    The fireball hits the opponent (and knocks them off the building) but Riptor
    keeps on running across the roof. While the opponent is falling, you can
    hear him running.  This can also be done using Eyedol: QCT,1 and then wait,
    B,F+1.  Spinal's QCT+1, wait, F,F+3 works also, but since Spinal's run is
    silent, you only get to SEE him running against the edge of the rooftop.
    Air-Ultra Combos:
    To do an Ultra combo on thin air, use a combo to launch your opponent into the
    air.  While they are still in the air, do your character's Extender move,
    followed by thier Ultra motion.  If you can do both of these before the
    opponent has come to rest on the ground, your character will start thier Ultra
    combo, regardless of whether or not the opponent is anywhere nearby. If you
    are playing Chief Thunder, T.J. Combo, or Fulgore, the air Ultra will hit the
    opponent into the air, even if they are across the screen (everyone else
    misses).  Your opponent must be on flashing red (or empty) energy for the Air-
    Ultra to work. The three characters who hit are special...  Chief Thunder's
    Air-Ultra will not launch the opponent at the end unless you start it just as
    they are about to hit the ground.  Fulgore's Air-Ultra will always launch the
    opponent, but the eye-laser part of the Air-Ultra always misses.  Combo's Air-
    Ultra does not work unless you start it just as the opponent is about to hit
    the ground.  However, with Combo, you can do an Air-Ultra on any rooftop stage
    merely by backing your opponent against the edge (when they are on flashing
    red energy) and then doing a Double Backfist, followed immediately by a F,B+3.
    Since Jago's only air combo ending (F,QCT+2) does not launch the opponent very
    high, Jago's Air-Ultra can only be done against Sabrewulf (because he stays in
    the air longer).  We've tried it against Eyedol, who stays in the air the
    longest, but it doesn't seem to work.  Spinal's must be done by launching the
    opponent with a morph ending, since none of his own combo-endings launch.
    Something to try is: Play as Fulgore against Sabrewulf or Eyedol on a rooftop
    stage. Do Fulgore's Air Ultra as quickly as possible after launching your
    opponent, to see how high you can get the Air Ultra to send them. We've been
    able to make the Desert rooftop disappear entirely, and get a really good view
    of Chicago.
    Glacius QK puddleport combo glitch:
    To do glitch, do any combo with Glacius then do a press and release QK puddleport
    before the combo ends. At that instant, do a press and release finisher or finishing
    move. The best finisher to use the fireball one since it's nearly unblockable. I've
    gotten the Ultra and Ultimate to work like that, and have had my Ultra's broke in that
    Sweep Glitch:
    Do any combo and before the combo ends do a down and FK. At that instant do any press
    and release finisher to get the same effect as Glacius's puddle glitch except almost
    any character can do there finishing move outside a combo like the computer. It takes
    practice and timing to do this glitch so it won't be easy to get off. You can also break
    Ultras through this glitch.
    Cinder Slow-Motion 80 hits Killer:
    You should make any combo that makes the opponent fall then do a press and release the
    F,QCT+5 end finisher and then only continues making the normal 80 hits combo.
        1   2  3  2  3         4       0       4     0       4 ,etc...
    Important note: Sometimes the F,QCT+5 (after the F,F+1) only hits 3 or 2 times.
    Immortal Eyedol:
    When you kill Eyedol (in one player mode) kill him but don't make that him fall to
    the lava lake (you must be stand very close of him) and when him begins to vomit
    fire of their mouth you should begin to walk back some 3 or 4 steps and (e.g. with
    Glacius) hold down medium punch and press forward and release medium punch, then
    Glacius will do the "Ice Shoulder" and it hits Eyedol and you can do it whenever
    you want and Eyedol never dies.
    Slow-Motion combo finishers:
    To do a Slow-Motion combo finisher you should make any combo that makes the opponent
    fall then do a press and release any end finisher move.
    e.g.: With Glacius:
    You must do the H3,QCT+R3 quickly after you tap the button of the auto-doble move
    and then you will see Glacius making a Sl-ow-Mo-ti-on end finisher.
    Also you can do the Ultra or Ultimate move.
    Important note: some end finishers don't hit the opponent.
    List of end finishers that works:
    -Jago: F,QCT+3 (3 hits) | QCDB+5 (2 hits)
    -TJ Combo: CB,F+6 (1, 2 or 3 hits)| Ultra (17 hits)
    -Spinal: F,F+1 (3 hits)
    -Thunder: QCDB+2 (3 or 4 hits) | Ultra (17 hits)
    -Glacius: QCT+3 (4 hits)
    -Fulgore: B,QCB+1 (1 or 3 hits) | CB,F+5 (1 or 2 hits) | Ultra (14 hits)
    -Cinder: F,QCT+4 (1 hit) | F,QCT+5 (4 hits) | F,QCT+6 (1 hit)
    -Sabrewulf: none
    -Orchid: none
    -Riptor: CB,F+6 (1 hit)
    -Eyedol: none
    Break Ultra:
    To do the Break Ultra move: play in 2 player mode and pick Orchid vs Sabrewulf
    (for example), then perfom a combo with an ending to SABREWULF in his flashing
    red bar, remember that he must have his energy flahing red when he's in the air
    Then when he's in the air, do the reversal, jump back, and quickly the Ultra
    motion, when Sabrewulf is getting up, tap B+6 and Orchid Ultra is BROKEN.
    Now the time is frozen, and you can touch her from any distance, all you have to
    do is to tap button 2 again and again to 80 hits.
    IMPORTANT: BE CAREFULL do not make ORCHID FALL because if she falls the game will
    freeze in the second energy bar.
    Remember: this is the combo that you should make with Orchid for the Break Ultra
    really works:
    -vs Sabrewulf, Riptor and Spinal:
     CB,F+6,CB,F+5,wait,CF,B+5,jump to back and QUICKLY B,F+2 (Ultra move).
    -vs the remaining players:
     the same combo but with CB,F+4 ending move.
    Here are the way to break Ultra with all characters:
    -Jago: JF+6 or B+6
    -T.J. Combo: B+3 or CB,F+6
    -Spinal: B+6
    -Chief Thunder: B+3 or B+6
    -Glacius: CB,F+3 or B+3 or B+6
    -Fulgore: CB,F+6 or B+3
    -Cinder: B+6 or B+3
    -Sabrewulf: B+6
    -Black Orchid: U+6
    -Riptor: B+3
    -Eyedol: B+3
    IMPORTANT NOTE: the broken Ultra move and the combos after do this are
    REALLY HARD to do, you need much practice to do these.
    Chips 1.0 and 1.4:
    This guide is for the arcade version of Killer Instinct, chip 1.5d.  If you are
    using an older chip, you'll have access to lots more glitches, like unlimited
    skulls for Spinal, and shrinking people on rooftops.  Also, You cannot use the
    OH3 move to start long combos on the old chips.
    * Maybe the max's combos... *
    == Max Combos (Killers - non Glitches) ==
    Jago:           *22 (In this FAQ)
    TJ Combo:        25 (In this FAQ)
    Spinal:          23 (In this FAQ)
    Chief Thunder:   24 (In this FAQ)
    Glacius:         21 (In this FAQ)
    Fulgore:         20 (In this FAQ)
    Cinder:          27 (In this FAQ)
    Sabrewulf:       24 (In this FAQ)
    Orchid:          37 (In this FAQ)
    Riptor:          20 (In this FAQ)
    Eyedol:          12 (In this FAQ)
    == Max Combos (Ultras - non Glitches) ==
    Jago:            32 (31)
    TJ Combo:        43 (In this FAQ)
    Spinal:          37 (In this FAQ)
    Chief Thunder:   49 (In this FAQ)
    Glacius:         41 (In this FAQ)
    Fulgore:        *40 (In this FAQ)
    Cinder:          41 (In this FAQ)
    Sabrewulf:       38 (In this FAQ)
    Orchid:         *56 (51)
    Riptor:          34 (In this FAQ)
    Eyedol:          --
    == Max Combos (Ultras and Killers - Glitches) ==
    Jago:            80 Ultra or Killer (In this FAQ)
    TJ Combo:        80 Ultra           (In this FAQ)
    Spinal:          80 Ultra           (In this FAQ)
    Chief Thunder:   80 Ultra           (In this FAQ)
    Glacius:         80 Ultra           (In this FAQ)
    Fulgore:         80 Ultra or Killer (In this FAQ)
    Cinder:          80 Ultra or Killer (In this FAQ)
    Sabrewulf:       80 Ultra           (In this FAQ)
    Orchid:          80 Ultra           (In this FAQ)
    Riptor:          80 Ultra or Killer (In this FAQ)
    Eyedol:          80 Ultra or Killer (In this FAQ)
    (*)= not confirmed, maybe fake...
    * Credits *
    This FAQ was created by _Fulgore_
    e-mail: jmdzoom@yahoo.com
    home page: http://www.geocities.com/jmdonline
    Some Information Resources:
    Killer Instinct Instruction Booklet (SNES), another FAQ's, internet sites
    and of course... HOURS and HOURS of trying combos!!!
    Specials Thanks:
    Roberto Geller.........robertogeller@yahoo.com.br

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