## FAQ/Move List by Helms_Deep

Version: 9.4 | Updated: 09/14/95 | Search Guide | Bookmark Guide

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KI guide 9.4
Sept 14th, 1995
compiled by Helm's Deep

##############################################################################
################################  Contents  ##################################
##############################################################################

1) Contents
2) Guide Key
3) Definitions
4) Character Moves and Combos
5) Tricks and Glitches
6) Credits

##############################################################################
################################  GUIDE KEY  #################################
##############################################################################

GUIDE KEY - Abbreviations for joystick motions and button presses.

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
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)

,    = "then"
+    = "and"
/    = "or"
...  = 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.

Move Examples:
HCT+1 should be read as: Roll the joystick B->DB->D->DF->F, and press quick
punch when the joystick is in the forward position.

H6,QCDB+R6 should be read as: Hold fierce low attack and rotate the joystick
in a quarter circle DF->D->DB motion, and then while the joystick is
still held in the DB position, release fierce low attack.

CB,F+3 should be read as: Charge back (2 seconds) then press forward, then
while the joystick is still held in the forward position, press
fierce high attack.

CF+1,CB+5,2,2 should be read as: Press the joystick forward and press quick
punch when the joystick is in the forward position.  Keep the
joystick in the forward position for at least a second, and then
move the joystick into the back position, pressing medium kick when
the joystick is in the back position, and continue holding the
joystick back while pressing medium punch twice.  Continue holding
the joystick back until instructed to press it in some other
direction.

*Note: "Hits per button press" is actually "hits per button press/release";
Most times you just tap a button, but when one is held down, we show
the hits it does both when it is pressed and when it is released.
During combos, if you begin holding a button before the previous part
of the combo has finished, it will do hits only when you release it.
If you start holding a button after the previous part of the combo is
finished, it will do hits both when pressed and when released.
If you are supposed to start holding the button before the previous
part of a combo is finished, the hits for that button press will be
listed as 0.

**Another Note: Though we list the "Most points Ultra" combos here, keep in
mind that, for many characters, thier biggest Ultimate
combo is worth more points than thier biggest Ultra.

***Third Note:  All charge moves must be charged for at least 1 second.
T.J. Combo's Winding Uppercut and Triple Roll Punch
are the only moves which require you to hold the
joystick or button for 2 or more seconds.

******************************************************************************

COMBOS

Since our last guide, we've cut down on the number of combos listed for each
character, to make room for the hits-per-button-press listings.  Though we
tried to keep a varied set of example combos, we had to leave out most of the
"jump" combos, where you start by jumping at the opponent, hitting them with
one button, and then pressing the linked button (see Definitions) to get the
combo going.  Don't forget that this still works well!

Combos are listed as follows:

number of hits:  the moves that make up the combo  (special conditions)
BH:  number of hits, respectively, for each button pressed/released

For example:

17:  F,CF+2,1,CB+1,H2,F+2,wait,F,F+3  (line)
BH:  2,3,2,3,4, 3

This combo is 17 hits long.  The F,CF+2 does 2 hits, the 1 does 3 hits, the
CB+1 does 2 hits, the H2 does 3 hits, the R2 does 4 hits, and the F,F+3 air-
juggle does 3 hits.  You need a flashing shadow line to do this combo.

*Note:  All Air Combos do one hit per button press, so BH: is not listed.

******************************************************************************

COMBO CONNECTORS

Connectors are moves within a combo which hit the opponent one or more times
and keep the combo going.  If the combo has reached a certain size, connectors
will still do hits, but the combo will then end.  Most connectors that do more
than one hit are called "autoseconds".  A combo can only be broken during an
autosecond or during the ending.

Column 1:  The joystick/button motion for the connector move.
Column 2:  The number of hits the connector move adds to the combo.
Column 3:  Moves that the connector can be performed after.  These are just a
few examples, not a complete list!

******************************************************************************

COMBO ENDINGS

These special moves are used to end combos.  It is sometimes possible to use
an air-juggle on opponents after an ending move.  Endings can be used after
any connector moves, or after hitting the opponent rapidly at least two times.

Column 1:  The motion for the ending move.
Column 2:  The number of hits the ending move produces.
# + end :  You cannot juggle the opponent after the ending move.
# + air :  You can juggle the opponent after the ending move.

*Note:  Some combo endings listed as air endings may not launch the opponent
high enough for you to do an air juggle unless you have the opponent
backed into corner.  Cinder does not fly as high into the air as
most opponents, while Sabrewulf flies higher, making air juggles
easier.  Eyedol flies highest of all, sometimes making additional
air juggles possible.

******************************************************************************

COMBO TYPES

normal:       This combo will do damage, but will not stun of kill.
stun:         This combo will stun any opponent who is not already stunned
and whose energy bar is not flashing green or flashing red.
unbreakable:  Absolutely no Combo Breaker move can break this combo.
air:          This combo can only be done on an opponent who is in midair.
ultra:        This combo is an Ultra Combo (see General Info).
ultimate:     This combo is an Ultimate Combo (see General Info).

******************************************************************************

STUFF IN PARENTHESIS - special properties of various moves

projectile:  shoots something at the opponent
anti-projectile:  goes through normal projectiles
magic 1/2:  projectiles which most anti-projectile moves can't go through
anti-magic 1/2:  goes through the type of magic projectile indicated
anti-all:  goes through normal projectiles and both types of magic projectiles
control:  can be steered by holding the joystick in the desired direction
midair:  can only be performed when you are in midair
ground/midair:  can be performed on the ground or in midair
during combo:  must be performed during a combo which has reached a length of
at least 2 hits
line:  you must have a flashing vertical line on your current energy bar
extender:  this special move happens to be this character's combo Extender
# pla:  you must stand # player-widths away from your opponent
corner:  you must have your opponent backed into a corner in order to do this
bug:  this move/combo is not supposed to be possible, but you can get lucky...

##############################################################################
###############################  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.

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 B+3 or DB+3
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+2 or DB+2 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.

The six buttons are "linked" in pairs so that if you hit your opponent using
one button, you can often just press it's "partner" and get several more hits
all at once.  This is the feature upon which the long combos in this game are
built.  The buttons are linked as follows:  1<->4 2<->6 3<->5  or:
1  2  3
|   \/
|   /\
4  5  6
So if you hit your opponent with button 5, or a special move that uses button
5, you could then press button 3 and do two or three more hits.  Getting more
than one hit from a single button-press this way is called using an
"autosecond" (see Combo Connectors, above).

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 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

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.
1/4 breaks 2/5, 2/5 breaks 3/6, and 3/6 breaks 1/4.  So if your opponent is
doing a combo that uses button 2, and your Combo Breaker is B,F+4/5/6, you
would press B,F+4 to break that combo.  We have noticed that for some reason,
you can use 1/4 to break CB,F+3 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 (see "line" in the Parenthesis
section) is flashing do three hits instead of just one.

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
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...

HUMILIATION:
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!".

PERFECT:
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.

##############################################################################
########################  Character Moves and Combos  ########################
##############################################################################

* CINDER *********************************************************************

== SPECIAL MOVES ==
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

Invis. Teleport Front    HCB+1          (line)
Invis. Teleport Back     H1,HCB+R1      (line)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 ==

Normal
7:  CB,F+2,QCT+4/5/6,wait,F,F+3
BH:  2,4, 1
11:  Jump,6,CB+2,F+1,F,QCT+6,wait,F,F+3
BH:  1,3,3,4, 1
16:  F,CF+2,1,CB+1,2,F,QCT+4/5/6,wait,F,F+3
BH:  2,3,2,3,4, 1
20:  CB,OH3,CF+2,1,CB+1,4,F+3,CB+4,F,QCT+4/5/6,wait,F,F+3    (line)
BH:  1,2,3,2,2,1,2,4, 3
80:  CB,CF+2,1,F,F+2,wait,F,CF+1,QCT+5,wait,F,CF+1,QCT+5,F,wait,CF+1,QCT+5,etc
BH:  2,3,4, 0,4, 0,4, 0,4, etc...

Stun
3:  CDB+3,F+3,B+6
BH:  1,1,1

Unbreakable
4:  CDB+3,F+2,B+3,F,F+3
BH:  1,2,1, 1

Air
3:  Jump,F+1/4,B+3,wait,F,F+3 / Jump,1/4,F,B+3,wait,F,F+3
3:  Jump,F+2/5,B+1,wait,F,F+3 / Jump,2/5,F,B+1,wait,F,F+3
3:  Jump,F+3/6,B+2,wait,F,F+3 / Jump,3/6,F,B+2,wait,F,F+3

Ultimate
13:  CB,OH3,CF+2,1,CB+1,4,F+3,B+4,HCB+5
BH:  1,2,3,2,2,1,2,0
14:  CB,OH3,CF+2,1,CB+1,4,F+3,B+4,QCDB+5    (bug)
BH:  1,2,3,2,2,1,2,1

Ultra
31:  CB,CF+2,1,CB+1,2,F,F+3,wait,F,F+3    (line)
BH:  2,3,2,3,18, 3
34:  CB,OH3,CF+2,1,CB+1,4,F+3,CB+4,F+3,wait,F,F+3    (line)
BH:  1,2,3,2,2,1,2,18, 3

Unlimited Ultra
80:  CB,CF+2,1,CB+1,2,F,F+3,wait,F,F+1,F,F+1,F,F+1,
F,CF+1,QCT+5,wait,F,CF+1,QCT+5,wait,F,CF+1,QCT+5,wait,F,CF+1,QCT+5,etc.
BH:  2,3,2,3,18, 0, 0, 0, 0,4, 0,4, 0,4, 0,4, etc...

Most Points Ultra
80:  CB,OH3,CF+2,1,CB+1,2,F+3,H5,wait,F,F+1,F,F+1,F,F+1,F,CF+1,QCT+R5,H5,wait,
F,CF+1,QCT+R5,H5,wait,F,CF+1,QCT+R5, ...etc... F,F+3    (line)
BH:  1,2,3,2,3,18,0 0, 0, 0, 0,4,0, 0,4,0, 0,4,0, ...etc... 3

== USEFUL INFO ==
-Do the (midair) Flame Torpedo with buttons 1 or 2 and Cinder will fly
diagonally downward.
-To get all four hits from Cinder's F,CF+1,QCT+5 juggles, time them so that
you press the 5 when the opponent is fairly close to the ground.
-Instead of doing all the F,F+1's to set up for the Unlimited Ultra juggle,
you can do just one, then jump in close, and then CF,QCT+5 for the first
juggle.  If you're not very quick with the F,F+1's, this may be easier.

* T.J. COMBO *****************************************************************

== SPECIAL MOVES ==
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 Lunging Punch    H3,CB,F+R3   (line, anti-projectile)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 ==

Normal
8:  CB,F+3,CB+5,CF+3
BH:  1,3,4
9:  CB,CF+6,CB+2,F+1,wait,CB,F+3
BH:  1,3,4, 1
24:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,H6,F+R6,
wait,CB,F+3    (no line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,0,3, 1
25:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,F+6,
wait,CB,F+3    (line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,2, 3

Unbreakable
4:  Jump,3,CDB+6,F+5,CB,wait,F+3
BH:  1,1,1, 1
Air
2:  Jump,F+1/4,B+6 / Jump,1/4,F,B+6
2:  Jump,F+2/5,B+4 / Jump,2/5,F,B+4
2:  Jump,F+3/6,B+5 / Jump,3/6,F,B+5

Ultimate
20:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,HCB+5
BH:  1,3,2,3,0,2,3,0,2,2,1,1,0

Ultra
41:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,F,B+3,
wait,CB,F+3    (line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,18, 3
44:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,H6,F+R6,wait,
CF,B+1,F,B+3,wait,CF,CB+1,F+6    (no line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,0,3, 0,18, 0,3
44:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,F+6,wait,
CF,B+1,F,B+3,wait,CF,CB+1,F+6,wait,CB,F+3    (line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,2, 0,18, 0,1, 3

Most Points Ultra
44:  CB,OH3,CF+2,B+1,CF+5,5,B+1,CF+5,5,B+1,CB+4,5,5,H6,F+R6,wait,
CF,B+1,F,B+3,wait,CF,CB+1,H6,F+R6    (no line)
BH:  1,3,2,3,0,2,3,0,2,2,1,1,0,3, 0,18, 0,3

== USEFUL INFO ==
-For some strange reason, if you don't tap 5 after Combo's three-hit "5"
connector, it will sometimes do only one hit, and end the combo.
-Combo's 5,5 (2 hit) add-on before his big combo enders is a special, slow-
motion thing that does funny things to the combo-endings.  You cannot use
his four-hit endings (they will miss), and his CB,F+6 ending only does two
hits when used after the 5,5 add-on, unless you do it as a Turbo ending
(not a shadow ending), and then it's just a matter of luck.
-Combo's special CF,CB+1,F+6 juggle must timed so that you press the 6 a bit
before the opponent hits the ground.  Too early, and Combo will do only one
hit - too late, and he will do all three, but the combo will already be done.
-The 44-hit Ultras use Combo's Air-Ultra.  The F,B+3 must be done exactly as
the falling opponent reaches the ground, or the Air-Ultra won't work at all.
-To do Combo's 44-hit Ultra with a flashing line, the CB,F+6 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.

* EYEDOL *********************************************************************

== SPECIAL MOVES ==
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)

Triple Fireball                   QCT+3        (during stomp)
Turbo Horn Charge                 B,F+1        (during stomp)
Quick Turbo Horn Charge           B+2,F+1

== TRANSITION MOVES ==
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 ==

Normal
8:  B,F+4,B+1,F+3
BH:  1,3,4
9:  B,F+1,3,B,F+3,wait,B,F+1
BH:  1,3,3, 1
10:  3,3,B+5,F+3,wait,B,F+1    (must start right next to opponent)
BH:  2,0,3,4, 1
11:  B,F+1,B,F+1,B,F+1,B+5,F+3,wait,B,F+1
BH:  1,1,1,3,4, 1
80:  B,F+1,B+5,F+3,wait,B,F+1,B,F+1,B,F+1,B,F+1,B,F+1,B,F+1,etc...  (corner)
BH:  1,3,4, 1, 1, 1, 1, 1, 1, etc...

Stun
3:  B+2,QCT+3   (must be done twice consecutively for a stun)
BH:  0,3

Unbreakable
3:  3,3,B+3
BH:  2,0,1
4:  B,F+1,B,F+1,B,F+1,B+3
BH:  1,1,1,1
6:  D+1,D+1,D+1,D+1,D+1,B+3    (helps to have opponent in corner)
BH:  1,1,1,1,1,1

Most Points Killer
80:  3,3,B+5,H3,F+R3,wait,B+2,F+1,B+2,F+1,B+2,F+1,B+2,F+1,B+2,F+1,etc...
(right next to opponent, as close to start of match as possible,
corner)
BH:  2,0,3,0,4, 0,1, 0,1, 0,1, 0,1, 0,1, etc...

== USEFUL INFO ==
-To play as Eyedol (on the 1.5 chip), pick Cinder, and when the VS animation
starts, hold right on the joystick and press 1,4,3,5,2,6.
-Though Eyedol's Double Horn Gore only requires one press of the 3 button,
some of our more vocal members insist that tapping 3 twice (3,3) is easier.
-Eyedol's Horn Charge does not hit a standing or blocking Fulgore.
-Since Eyedol cannot crouch, when he is blocking, he is also blocking low.  He
is also safe from Glacius' teleport-behind uppercut when blocking.
-Whenever Eyedol jumps or leaps, and lands near his opponent, he automatically
does a low attack with his mace.

* FULGORE ********************************************************************

== SPECIAL MOVES ==
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

Auto 3 Energy Bolts       QCT+1          (line)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 ==

Normal
7:  QCDB+6,5,QCT+2
BH:  1,2,4
13:  CB,F+5,2,QCDB+6,6,B,QCB+1
BH:  1,3,2,3,4
13:  CB,F+4,1,QCDB+6,1,F,QCT+3
BH:  1,3,2,3,4
17:  CB,OH3,F+6,6,QCDB+6,CB+1,1,F+5,wait,QCT+1    (line)
BH:  1,1,3,2,3,1,3, 3

Stun
2:  D+3,F,QCT+3    (must be done twice consecutively for a stun)
BH:  1,1

Unbreakable
3:  CB,F+6,QCDB+6,F,QCT+3
BH:  1,1,1

Air
2:  Jump,F+1/4,B+3 / Jump,1/4,F,B+3
2:  Jump,F+2/5,B+1 / Jump,2/5,F,B+1
2:  Jump,F+3/6,B+2 / Jump,3/6,F,B+2

Ultimate
11:  CB,OH3,F+6,6,QCDB+6,1,1,QCDB+2
BH:  1,1,3,2,3,1,0

Ultra
31:  CB,OH3,F+4,1,QCDB+6,1,F+1,QCT+1,wait,F,B,B,QCT+1
BH:  1,1,3,2,3,1,18, 2
33:  CB,OH3,F+5,2,QCDB+6,1,F+1,QCT+1,wait,QCDB+6,wait,QCT+2
BH:  1,1,3,2,3,1,18, 4
35:  CB,OH3,F+6,6,QCDB+6,1,F+1,QCT+1,wait,QCDB+6,wait,B,F+5,wait,QCT+1  (line)
BH:  1,1,3,2,3,1,18, 0, 3, 3

Most Points Ultra
35:  CB,H6,OH3,F+R6,6,QCDB+6,1,F+1,QCT+1,wait,
QCDB+6,wait,H5,B,F+R5,wait,QCT+1    (line)
BH:  0,1,1,3,2,3,1,18, 0, 0,3, 3

== USEFUL INFO ==
-Fulgore's non-shadow air juggles (F,B,B,QCT+1 / B,B,QCT+1) will not juggle
with the first bolt, so time them so that the second bolt catches the falling
opponent.
-When a quick punch (1) is used to get an extra hit before one of Fulgore's
combo endings, the ending must be done very quickly after the 1.
-When Fulgore uses the Reflection Shield to reflect one of Sabrewulf's bats,
it becomes Fulgore's bat.  Sabrewulf only has three bats, so if you take all
three, Sabrewulf can't throw any more.
-When doing Fulgore's 33 or 35-hit Ultra, time the QCT+2 or B,F+5 juggles to
hit just as the falling opponent reaches ground level.

* GLACIUS ********************************************************************

== SPECIAL MOVES ==
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)

Fast Bouncing Iceball    H1,QCT+R1     (line)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 ==

Normal
7:  CDB+3,F+3,QCT+3,wait,QCT+6
BH:  1,1,4, 1
14:  QCT+5,CF+6,B+2,2,QCDB+1,wait,QCT+6
BH:  1,3,2,3,4, 1
17:  CB,OH3,CF+3,2,B+2,2,4,QCT+3,wait,QCT+6    (line)
BH:  1,1,3,2,3,1,4, 3

Unbreakable
4:  Jump,CDB+6,3,F+3,D+3
BH:  1,1,1,1

Air
2:  Jump,F+1/4,B+6 / Jump,1/4,F,B+6
2:  Jump,F+2/5,B+4 / Jump,2/5,F,B+4
2:  Jump,F+3/6,B+5 / Jump,3/6,F,B+5

Ultimate
11:  CB,OH3,CF+2,2,CB+2,2,4,HCB+1
BH:  1,1,3,2,3,1,0

Ultra
32:  CB,OH3,CF+2,2,CB+2,2,4,F+3,wait,QCT+6    (line)
BH:  1,1,3,2,3,1,18, 3
36:  CB,OH3,CF+2,2,CB+2,2,4,F+3,wait,CDF,B+2,wait,QCT+3,wait,QCT+6    (line)
BH:  1,1,3,2,3,1,18, 0, 4, 3
Unlimited Ultra
80:  CB,OH3,CF+2,2,CB+2,2,4,F+3,wait,CF,B+2,QCT+3,CF,wait,B+2,QCT+3,CF,
wait,B+2,QCT+3,CF,wait,B+2,QCT+3, ...etc... QCT+6 (no line, corner,
bug)
BH:  1,1,3,2,3,1,18, 0,3, 0,3, 0,3, 0,3, ...etc... 1

Almost Most Points Ultra
36:  CB,OH3,CF+3,2,CB+2,2,4,F+3,wait,CDF,B+2,wait,H3,QCT+R3,wait,QCT+6  (line)
BH:  1,1,3,2,3,1,18, 0, 0,4, 3

== USEFUL INFO ==
-When a quick kick (4) is used to get an extra hit before one of Glacius'
combo endings, the ending must be done very quickly after the 4.
-Remember that you can do the transition move Puddle Teleport to Puddle
Teleport more than once in a row.  Once you've slid back and forth under your
opponent several times, you can do the Puddle Uppercut (QCT+5) to come up on
the "wrong" side, and hit them.
-When doing Glacius' 36-hit Ultras, time the QCT+3 juggle to hit the opponent
just as they are about to hit the ground.
-When doing Glacius' nearly-impossible unlimited Ultra, you must time each
QCT+3 juggle when they are still about a character's height off the ground.
If you do it right, the third of the four hits will miss, the first hit of
the four-hit juggle will hit, slowing them down.  The second will bounce them
up a little bit, so that the third hit misses entirely.  They will fall back
down a tiny bit during that third "hit", so that the forth hit actually
connects, sending them just high enough into the air that you can do it all
over again.  This is nearly impossible to time right more than once or twice
in a row, but in theory this combo is unlimited.

* JAGO ***********************************************************************

== SPECIAL MOVES ==
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)

Fast Red Fireball         H3,QCT+R3      (line)
Shadow Fast Heel Kick     H6,QCDB+R6     (line)

== TRANSITION MOVES ==
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)

== FINISHING MOVES ==
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 ==

Normal
6:  QCDB+5,1,QCDB+5
BH:  1,2,3
8:  D+3,QCDB+3,D+3,QCDB+3,D+3,wait,H2,QCT+R2
BH:  1,1,2,2,1, 1
11:  QCDB+3,1,QCDB+3,1,F,QCT+3
BH:  1,2,2,2,4
14:  QCDB+6,5,QCDB+3,5,F,QCT+3
BH:  1,3,2,3,4
18:  QCT+1,QCDB+6,wait,B,F+6,5,QCDB+3,5,F+4,QCT+2,wait,H2,QCT+R2 (2+pla, line)
BH:  1,1,1,3,2,3,1,3, 3

Stun
3:  QCDB+5,3,F,QCT+1
BH:  1,1,1

Unbreakable
5:  Jump,5,QCDB+5,5,D+3,wait,H2,QCT+R2
BH:  1,1,1,1, 1

Air
2:  Jump,1/4,QCDB+6
2:  Jump,2/5,QCDB+4
2:  Jump,3/6,QCDB+5

Ultimate
12:  QCT+1,wait,QCDB+6,wait,B,F+6,5,QCDB+3,5,4,HCT+3    (2+ pla)
BH:  1,1,1,3,2,3,1,0
13:  QCT+1,wait,QCDB+6,wait,B,F+6,5,QCDB+3,H6,QCDB+R6,4,HCT+3    (2+ pla)
BH:  1,1,1,3,2,3,1,1,0

Ultra
30:  QCT+1,wait,QCDB+6,wait,B,F+6,5,QCDB+3,5,4,QCDB+4    (2+ pla)
BH:  1,1,1,3,2,3,1,18
30:  H6,Jump,4,QCDB+4,QCDB+R6,5,QCDB+3,5,4,QCDB+4    (2+ pla)
BH:  0,1,1,1,3,2,3,1,18
31:  QCT+1,wait,QCDB+6,wait,B,F+6,5,QCDB+3,H6,QCDB+R6,4,QCDB+4    (2+ pla)
BH:  1,1,1,3,2,3,1,1,18

Most Points Ultra
31:  H6,Jump,4,QCDB+4,QCDB+R6,5,QCDB+3,H6,QCDB+R6,4,QCDB+4    (2+ pla, line)
BH:  0,1,1,1,3,2,3,1,1,18

== USEFUL INFO ==
-When a quick kick (4) is used to get an extra hit before one of Jago's combo
endings, the ending must be done very quickly after the 4.
-Jago's sweep (D+6) is anti-all.
-The Double Flying Kick motion (QCDB+6,wait,B,F+6) is done by timing the
second kick (B,F+6) so that you press the F+6 just as the main flying kick
hits the opponent, or a split second afterwards.
-If you're lucky, you can get Jago's H6,Jump,4,QCDB+4,QCDB+R6 combo start to
work without holding the 6 (Jump,4,QCDB+4,QCDB+6).

* B. ORCHID ******************************************************************

== SPECIAL MOVES ==
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 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)

== FINISHING MOVES ==
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 ==

Normal
8:  QCDB+2,QCDB+1,QCDB+1,QCDB+3,wait,QCT+1
BH:  1,1,1,4, 1
20:  CB,CF+3,6,CB+5,1,F+6,CB+1,F+4,wait,QCT+1
BH:  1,3,2,3,3,3,4, 1
34:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,F+6,1,QCDB+3,wait,QCT+1  (line)
BH:  1,3,3,3,3,3,2,3,3,3,4, 3
80:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,CF+4,wait,
CB+5,CF+4,wait,CB+5,CF+4,wait,CB+5,CF+4,etc...  (corner)
BH:  3,3,3,3,3,3,2,3,4, 0,4, 0,4, 0,4, etc...

Stun
3:  CB,F+2,D+6
BH:  2,1

Unbreakable
4:  QCDB+2,QCDB+3,wait,QCT+1
BH:  1,2, 1
10:  CDB+3,CF+2,B+5,QCDB+2,QCT+3
BH:  1,2,2,1,4
14:  QCDB+1,F+1,B+1,5,QCDB+1,F+1,B+1,5,QCDB+1,F+1,B+1,5,B+6
BH:  1,1,1,1,1,1,1,1,1,1,1,1,2

Air
3:  Jump,F+1/4,B+3,wait,QCT+1 / Jump,1/4,F,B+3,wait,QCT+1
3:  Jump,F+2/5,B+1,wait,QCT+1 / Jump,2/5,F,B+1,wait,QCT+1
3:  Jump,F+3/6,B+2,wait,QCT+1 / Jump,3/6,F,B+2,wait,QCT+1

"Touch of Death"
11:  CB,CF+2,CB+5,F+4,wait,QCT+1
BH:  2,4,4, 1

Ultimate
27:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,F+6,1,HCB+5
BH:  1,3,3,3,3,3,2,3,3,3,0
29:  CB,OH3,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,QCDB+2,QCDB+1,QCDB+1,QCDB+5
(line, bug)
BH:  1,3,3,3,3,3,3,2,3,2,1,1,1

Ultra
48:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,F+6,B+1,F+2,wait,QCT+1  (line)
BH:  1,3,3,3,3,3,2,3,3,3,18, 3
49:  CB,OH3,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,QCDB+2,QCDB+1,QCDB+1,B,F+2,
wait,QCT+1  (line)
BH:  1,3,3,3,3,3,3,2,3,2,1,1,18, 3

Unlimited Ultra
80:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,CF+4,wait,
CB+5,CF+4,wait,CB+5,CF+4,wait,CB+5,CF+4,etc...  (corner)
BH:  3,3,3,3,3,3,2,3,4, 0,4, 0,4, 0,4, etc...

Most Points Ultra
80:  CB,F+6,CB+1,F+6,CB+1,CF+6,1,CB+5,1,F+6,B+1,CF+2,wait,
CB+5,H4,CF+R4,wait,CB+5,H4,CF+R4,wait,CB+5,H4,CF+R4,etc...  (corner)
BH:  1,3,3,3,3,3,2,3,3,3,18, 0,4, 0,4, 0,4, etc...

== USEFUL INFO ==
-Orchid's Touch of Death combo will only be a normal, 9-hit combo unless it's
done correctly.  You must wait a while after doing the CF+2 before doing the
CB+5, and you must do the F+4 as soon as possible after the CB+5 kicks are
completed.  If you do the CB+5 too soon, Orchid will only do two hits, and
the combo will not do much damage.
-Orchid's three-hit stun combo, plus her Touch of Death combo, equals your
opponent's entire energy bar.
-Orchid's Tiger Charge (CB,F+1/2) hits the opponent twice up close.
-Where a combo starts with a Helicopter Kick (CB,F+6), but only one hit is
listed for it, you must start more than halfway across the screen, so that
the Helicopter Kick will only hit with the last of its three kicks.
-The CF,CB+5,F+4 juggle on Orchid's unlimited combos must be done on the
falling opponent just as they reach ground level if you want all four hits
and the launch.  It is very difficult to time.  Some players find it easier
to just do it early, and just get the last two hits and the launch.
-We've listed three Ultras for Orchid because her 48-hitter, though not the
longest, is very easy to do, while her 49-hitter is quite hard, and the
unlimited nearly impossible.

* RIPTOR *********************************************************************

== SPECIAL MOVES ==
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)

Fast Leaping Kick         H6,CB,F+R6    (line, anti-projectile)
Fast Purple Fireball      H2,QCB+R2     (line)

== TRANSITION MOVES ==
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)

== FINISHING MOVES ==
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 ==

Normal
9:  CB,F+1,CB+2,F+1,QCDB+1,wait,QCB+1
BH:  1,2,1,4, 1
14:  CB,F+3,CB+5,F+4,5,QCDB+1,wait,QCB+1
BH:  1,3,2,3,4, 1
19:  CB,OH3,CF+4,1,B+4,1,1,QCDB+1,wait,QCB+1    (line)
BH:  1,2,3,2,3,1,4, 3

"Eight Flame"
9:  CB,F+3,B+3,QCB+3,wait,QCB+1    (line, corner)
BH:  1,1,4, 3

Unbreakable
9:  CB+3,F+3,QCDB+5,QCDB+1,wait,QCB+1
BH:  1,1,2,4, 1
14:  CB,F+6,QCDB+6,CB,F+3,QCDB+5,1,QCDB+1,wait,QCB+1    (line)
BH:  1,2,1,2,1,4, 3
Air
3:  Jump,F+1/4,B+6,QCB+3 / Jump,1/4,F,B+6,QCB+3
3:  Jump,F+2/5,B+4,QCB+3 / Jump,2/5,F,B+4,QCB+3
3:  Jump,F+3/6,B+5,QCB+3 / Jump,3/6,F,B+5,QCB+3

Ultimate
12:  CB,OH3,CF+4,1,B+4,1,1,HCT+1
BH:  1,2,3,2,3,1,0

Ultra
33:  CB,OH3,CF+4,1,CB+4,1,1,F+4,wait,QCB+1    (line)
BH:  1,2,3,2,3,1,18, 3

== USEFUL INFO ==
-When a quick claw (1) is used to get an extra hit before one of Riptor's
combo endings, the ending must be done very quickly after the 1.
-You may have noticed that QCDB+5 is listed both as a combo connector and as
an ender.  If used near the beginning of a combo, it will work as a
connector.  Used later, it will often work as an ending.  We've found no
reliable gauge for this, but it seems you can put at least three hits before
the QCDB+5 safely.  Past that, it's unpredictable.  This makes the
unbreakable 15-hitter (which puts 5 hits before it) tough.
-Riptor's unbreakable 14-hit combo must be started from far away, so that the
Claw Leap (CB,F+6) only hits once.  The QCDB+6 follows immediately.  Charge
back until Riptor is right-side up again, and then go through with the rest
of the combo.

* SABREWULF ******************************************************************

== SPECIAL MOVES ==
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)

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)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 ==

Normal
9:  CB,F+2,CB+6,F+4
BH:  2,3,4
16:  CB,CF+6,2,CB+2,2,F+5,wait,CB,F+6   (line)
BH:  1,3,2,3,4, 3
17:  CB,F+2,6,CB+2,6,F+5,wait,CB,F+6    (line)
BH:  4,3,2,3,4, 1
21:  CB,OH3,CF+4,3,CB+2,2,1,F+6,wait,CB,F+6 (last breath)
BH:  1,4,3,2,3,1,4, 3

Stun
1:  CB,CF+5,B+5
BH:  0,1
2:  CB,CF+5,B+5
BH:  1,1

Unbreakable
6:  Jump,CDB+6,4,F+5,wait,CB,F+6    (line)
BH:  1,1,1, 3
7:  CDB+6,F+1/2/3/4,CB,F+4    (no line)
BH:  1,2,4
9:  CB,F+1/2/3,CB,F+4,CB,F+4    (no line)
BH:  2,2,5

Air
2:  Jump,F+1/4,B+6 / Jump,1/4,F,B+6
2:  Jump,F+2/5,B+4 / Jump,2/5,F,B+4
2:  Jump,F+3/6,B+5 / Jump,3/6,F,B+5

Ultimate
14:  CB,OH3,CF+4,2,B+2,2,1,HCT+3
BH:  1,4,3,2,3,1,0

Ultra
33:  CB,OH3,CF+4,3,B+2,CF+2,1,B+4,wait,CB,F+6    (line)
BH:  1,4,3,2,3,1,18, 1
35:  CB,OH3,CF+2,2,B+2,CF+2,1,B+4,wait,CB,F+6    (last breath)
BH:  1,4,3,2,3,1,18, 3
36:  CB,OH3,CF+4,3,B+2,CF+2,1,B+4,wait,CF,CB+2,F+4    (line)
BH:  1,4,3,2,3,1,18, 0,4

Most Points Ultra
36:  CB,OH3,CF+4,3,B+2,CF+2,1,B+4,H4,wait,CF,CB+2,F+R4    (last breath)
BH:  1,4,3,2,3,1,18,0, 0,4

== USEFUL INFO ==
-To do the one-hit stun, do the Charging Claw (CB,F+5) and keep holding
forward.  Your opponent will block, and then try to retaliate.  As soon as
your opponent stops blocking, pull back and press 5 again, and they will be
stunned by one hit.
-Sabrewulf can crouch under many projectiles.
-To do the CF,CB+2,F+4 juggle, time it so that you press the 4 just as your
opponent reaches ground level.  It's much easier in a corner.

* SPINAL *********************************************************************

== SPECIAL MOVES ==
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)

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)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 thier 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 ==

Normal
6:  D+3,F,F+3,D+5,F,F+1
BH:  1,1,1,3
11:  F,F+2,5,QCDF+6,3,F,F+3
14:  Jump,6,QCDF+6,CF+3,CB+2,3,F,F+3
BH:  1,1,3,2,3,4
15:  OH3,F,CF+3,2,CB+2,3,F+2,F+3
BH:  1,1,3,2,3,1,4
21:  CB,OH3,CF+2,3,B+2,3,D,D+BMB,wait,
QCT+1,QCT+1,QCT+1,QCT+1,H1,QCT+2+R1  (need 5 skulls, not vs
Jago/Spinal)
BH:  1,2,3,2,3,4, 1, 1, 1, 1, 0,1,1
24:  OH3,F,CF+3,2,CB+2,3,F+2,3,D,D+BMB,wait,QCT+1,QCT+1,
QCT+1,QCT+1,H1,QCT+2+R1  (need 5 skulls, not vs Jago/Spinal, bug)
BH:  1,1,3,2,3,1,3,4, 1, 1, 1, 1, 0,1,1

Unbreakable
3:  D+3,F,F+3,D+3
BH:  1,1,1
5:  F,CF+3,B+2,D+5,D+6    (line)
BH:  1,2,1,1
Air  (all shown as if you had 5 skulls - less skulls means less juggle hits)
8:  Jump,F+1/4,B+6,wait,QCT+1(4 times),H1,QCT+2+R1 / Jump,1/4,F,B+6,wait,etc.
8:  Jump,F+2/5,B+4,wait,QCT+1(4 times),H1,QCT+2+R1 / Jump,2/5,F,B+4,wait,etc.
8:  Jump,F+3/6,B+5,wait,QCT+1(4 times),H1,QCT+2+R1 / Jump,3/6,F,B+5,wait,etc.

Ultimate
11:  CB,OH3,CF+2,3,B+2,3,QCDB+1         (line)
BH:  1,2,3,2,3,0
11:  OH3,F,CF+3,2,CB+2,3,F+2,QCDB+1     (no line)
BH:  1,1,3,2,3,1,0
11:  CB,OH3,CF+2,3,CB+2,3,F+2,QCDB+1    (no line)
BH:  1,1,3,2,3,1,0
14:  CB,OH3,CF+2,3,CB+2,3,F+2,3,QCDB+1  (no line, bug)
BH:  1,1,3,2,3,1,3,0

Ultra
29:  CB,OH3,CF+2,3,B+2,3,HCT+3          (line)
BH:  1,2,3,2,3,18
29:  OH3,F,CF+3,2,CB+2,3,F+2,HCT+3      (no line)
BH:  1,1,3,2,3,1,18
29:  CB,OH3,CF+2,3,CB+2,3,F+2,HCT+3     (no line)
BH:  1,1,3,2,3,1,18

Most Points Ultra
32:  CB,OH3,CF+2,3,CB+2,3,F+2,3,HCT+3   (no line, bug)
BH:  1,1,3,2,3,1,3,18

== USEFUL INFO ==
-Spinal's Powerful Slide (D+6) is also anti-projectile.
-Spinal will explode if you use the Absorb Shield and already have 5 skulls.
-Spinal can absorb an unlimited amount of special moves if, after absorbing
the first, you stop holding back and continue to hold button 1 only.
-Spinal's Absorbtion Shield blocks Glacius' puddle-teleport-behind-uppercut,
and often blocks Fulgore's transition move teleport-behind-uppercut.
-You can put a shadow on Spinal's morph combo endings the same as you would
on any other combo ending.
-Spinal's "bug" combos require you to do the ending immediately after the
last 3.  It seems to work most often when you tap the 3 during the combo-
ending's joystick motion.

* CHIEF THUNDER **************************************************************

== SPECIAL MOVES ==
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 Tomahawk Dive      H3,HCB+R3     (line, midair)
Giant Red Phoenix         QCT+5         (line)
Small Red Phoenix         H5,QCT+R5     (line)

== TRANSITION MOVES ==
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

== FINISHING MOVES ==
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 + end
QCT+6       3 + end
QCB+2       4 + air
QCB+3       4 + air

== COMBOS ==

Normal
8:  CB,F+6,QCDB+2,QCB+2,wait,QCT+4
BH:  1,2,4, 1
14:  CB,CF+3,6,CB+2,QCB+2,wait,QCT+4
BH:  3,3,3,4, 1
19:  CB,OH3,QCB+1,CB,CF+1,6,B+2,D+5,QCB+3,wait,QCT+4    (line)
BH:  1,1,3,3,3,1,4, 3

Stun
4:  CB,F+1,D+6
BH:  3,1

Unbreakable
4:  Jump,3,DB+3,D+5,2
BH:  1,1,1,1

Air
2:  Jump,1/4,QCB+3
2:  Jump,2/5,QCB+1
2:  Jump,3/6,QCB+2

Ultimate
12:  OH3,QCB+1,CB,CF+1,6,CB+2,D+5,QCDB+2
BH:  1,1,3,3,3,1,0

Ultra
36:  CB,OH3,CF+3,6,B+2,DB+5,F+1,wait,CF,CDF,B+2,QCB+2,wait,QCT+4    (line)
BH:  1,3,3,3,1,18, 0,4, 3
42:  OH3,QCB+1,CB,CF+1,6,B+2,D+5,QCB+3,wait,CF,CB+2,wait,F+1,wait,
CF,B+2,QCB+2,CF,wait,B+2,QCB+2,wait,QCT+4    (line)
BH:  1,1,3,3,3,1,4, 0, 18, 0,1, 0,4, 3

Most Points Ultra
42:  OH3,QCB+1,CB,F+1,6,B+2,D+5,H3,QCB+R3,wait,CF,CB+2,wait,F+1,wait,
CF,B+H2,QCB+R2,CF,wait,B+H2,QCB+R2,wait,QCT+4    (line, corner)
BH:  1,1,3,3,3,1,0,4, 0, 18, 0,1, 0,4, 3

== USEFUL INFO ==
-When used after a non-Ultra combo, the three-hit shadow air juggle has a
tendency to bounce opponents back into the air after just one hit.  The trick
is to throw it as late as possible, catching the falling opponent in the side
rather than having the opponent fall on top of the pheonixes.
-If your opponent is very low on energy, you cannot use the OH3,QCB+1,CB,F+1
combo starter, since the CB,F+1 would do the Ultra.  If you want to do a long
Ultra on a nearly-dead opponent, you'll have to use CB,OH3,CF+3 instead, and
settle for one less hit in the combo.
-To do the 36-hit Ultra:  After Chief Thunder finishes the main combo and
launches the opponent into the air, take two-and-a-half steps forward and
then begin holding Down+Forward.  When the chanting stops, press Back+2 to
make him do a Spinning Chop.  Then do a QCB+2 to make him do a 4-hit Flying
Mowhawk juggle, and then end it with the three-hit-blue-phoenix-air-juggle.
-To do the one-hit QCB+2 juggle on Chief Thunder's 42-hit combos, you must do
the motion early, so that he catches the falling opponent high in the air,
with only the last hit.  Do the second QCB+2 juggle as the opponent is just
-The QCB+1 at the start of the longest combos only works on some characters.
You'll probably have trouble getting it to work on Fulgore, Sabrewulf,
Orchid, and Chief Thunder himself.

##############################################################################
###########################  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:           U+1
Scrolling Dungeon      U+2
Ice Sculpture:         U+3
Castle Rooftop:        U+4
Chicago Rooftop:       U+5
Desert Rooftop:        U+6 / D+S
Canyon Bridge:         D+1
Bloody Altar:          D+2
Lava Bridge:           D+3
Chicago Street:        D+4
Castle Fireplace:      D+5
Sky Platform:          D+5 (both players)
Ultratech Industries:  D+6

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.

Chips 1.0 and 1.4:
This guide is for the arcade version of Killer Instinct, chip 1.5.  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.  Helm's Deep is currently
revising its old-chip guide, which will be distributed seperately.

##############################################################################
#################################  Credits  ##################################
##############################################################################

(Helm's Deep thanks these non-members for thier contributions to this guide)

Steven Gilbreath......................................sgilbreath@cctr.umkc.edu
Guillermo Gomez Tapia..............................ggomez@mail.internet.com.mx
Chris Nyman....................................................subzero@rat.org
Robert Shmitz...................................................zoloat@aol.com

******************************************************************************

(Some moves in this guide may have originally been published
by these excellent KI players and faq-writers)

Grant Bugher.................................................vylanis@holli.com
Ben Cureton.......................................................XBen@aol.com
Miles Hardison...............................................DrDaytona@aol.com

******************************************************************************