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    FAQ/Move List by DKisman

    Version: 1.10 | Updated: | Search Guide | Bookmark Guide

    |                                                                            |
    |                                   KILLER                                   |
    |                              I N S T I N C T                               |
    |                             The Super NES FAQ                              |
    |                                                                            |
            1. Introduction
            2. General Information
              a) What's new in v1.1?
              b) What is this FAQ about, really?
              c) What are fighting games?
              d) Ok, so what's Killer Instinct?
              e) So how do I play?
            3. Terminology
              a) What are all these numbers?
              b) Basic terminology
              c) Advanced terminology
            4. Combo Stuff
              a) Guide to Basic Combos
              b) Advanced combo stuff
              c) Combo names
            5. High Scores
            6. Miscellaneous Secrets
              a) High Scores
              b) While picking your character
              c) Selecting stages
              d) "Fight On" codes
              e) The Eyedol code!
            7. Secrets during the fight
              a) Top attacks
              b) Knocking your opponent off a rooftop stage
              c) Dizzying
              d) Last Breath
              e) Powering Up
              f) Humiliations
              g) "Supreme Victory" and "Awesome Victory"
              h) PERFECT!!
              i) Spinal's combo Endings
            8. Character Profiles explanation
              a) Description
              b) Special Moves
              c) Autoseconds
              d) Openers
              e) Linkers
              f) Endings
              g) Ultimate
              h) Ultra
              i) Air Juggle
              j) Danger Moves
              k) Humiliation
              l) Combo Breaker
              m) Recovery Move
              n) Air Combo
              o) Stuff
              p) Combos
            9. Character Profiles
              a) Black Orchid
              b) Chief Thunder
              c) Cinder
              d) Eyedol
              e) Fulgore
              f) Glacius
              g) Jago
              h) Riptor
              i) Sabrewulf
              j) Spinal
              k) T.J. Combo
            10. Killer Cuts
            11. Credits
    1. Introduction
            Hello everyone, and welcome to the Killer Instinct Super NES FAQ!
    I'm Derek Kisman, and I'll be your host for the trip.  Please watch your
    head; the management apologizes for the shoddy appearance of the entrance.
    Anybody wishing to donate some original ASCII art would be most welcome and,
    would get their name hung up in lights (er, pixels) in thousands of homes!
    That aside, please allow me to introduce the attractions of the day.  
            For beginners and aspiring show-offs, we have the complete selection
    of special moves, Danger Moves, and other finishing moves.  It is our sincere 
    hope that you find these useful.  Once you've learned enough to impress all
    your friends and whomp the computer, we hope you'll come again for our more
    advanced tours.
            For those who have already mastered the moves, know a few combos,
    and wish to know more (and avoid the dreaded C-C-C-Combo Breaker), you may 
    skip the rudiments and go directly to one of our main events: a guide to 
    putting together ALL elementary combos for a character.  Learn to vary your
    autoseconds, figure out where the linkers and endings may go, and generally
    stop being too predictable (read: beatable) in your combos.  Pretty soon
    the other guys'll be begging you to sit still and let them break ya'.
            And, for our visitors of professional interest, who basically have
    nothing that I could possibly tell them about strategy that they don't 
    already know, we have lists of combos: unusual, uncanny, and unstoppable
    (and, of course, unbelievable).  We have the maximum known Ultras for you 
    greedy high-score table hoggers, (including the never-before-seen Chief 
    Thunder 38, Sabrewulf 34, Fulgore 32, and Riptor 34!), the maximum normal 
    combos for those wishing to try, some strange and wonderful Slow-Motion
    combos, missing Ultras and combo enders, and other weirdness.  In addition,
    our combos will also teach you some more advanced techniques of adding in
    some extra or cool-looking hits (not that you didn't already know them, 
    right?), which you can apply to almost any other combos of your own design.  
    And, finally, we have combos chosen merely for their challenge.  Attempt to 
    master these, and you'll be practicing some very advanced techniques!  Not to
    mention that many of them are unbreakable, or very close to it... Good 
            We assure you that we have taken every pain to be sure that our
    information is 100% accurate.  Everything you shall see has been confirmed
    by us, and we would surely slap a guarantee on this FAQ if... well, if you'd
    actually paid any money for it.  (Hopefully you didn't. :) )  With luck our 
    only sins shall be omission; I assure you, we have properly made our animal 
    sacrifices to the God of Typos...
            Of course, should one of you anno... er, helpful people find an
    error which my secretaries, the fools that they be, have made, please don't
    hesitate to point it out to me.  My e-mail address is at the end of this FAQ,
    and I assure you those responsible shall be dealt with.
    2. General Information
      2a) What's new in v1.1?
            Various typos were corrected from 1.0.  Please send me any more that
    you find, however!  Apparently I'd missed Cinder's description in his
    profile; that has now been corrected.  Whoops. ;)
            Game Genie codes have been added.  There are always more being
    developed, however, so I will be a few days behind... sue me. :P
            As far as combos go, one or two new miscellaneous combos, and the
    following Maximums have been improved: Cinder's Normal by 2 and Ultra by 4,
    Glacius' Normal by 3 and Ultra by 2, Jago's Normal by 2, Spinal's Ultra by 1,
    and Fulgore's Normal by 3.
            Finally, I have a new section describing all of the possible endings
    to the game.
            Hopefully, in v1.2, I'll be able to include Shadow moves and a
    section compiling together how exactly to do all these crazy combos; I've had
    lots of people asking me for timing.  Also, a few moves sent in which I
    couldn't cover here will appear next version.
      2b) What is this FAQ about, anyway?
            This is a compilation of information on the Super Nintendo game
    Killer Instinct, by Rare.  It is basically all the moves, secrets and that
    Rare intends you to find (usually), but doesn't bother to include in the
    instructions.  After all, what fun would THAT be?  Remember, countless
    people have spent countless hours figuring this stuff out, so treat this
    with the reverence you'd treat any other repository of great wisdom.
            None of this stuff is guaranteed to work on Killer Instinct the
    Arcade game, Mario Brothers, mashed potatoes, your annoying little brother,
    or in fact anything much OTHER than the SNES game.  Also, I do not endorse 
    doing Danger Moves on living people, without practicing on dummies at least a
    little bit first.
            And if you become addicted to the thing, it's your own darn fault.
      2c) What are fighting games?
            Fighting games are a fad that people have been predicting will die
    out "any day now", but haven't.  They involve, at their simplest, two
    people on-screen, fighting in some sort of arena.  The people are either
    controlled by one player and the arcade game, or by two players going head
    to head.  The goal is to make your opponent's guy lose all of his/her energy
    before he/she does the same to you, at which point the opponent will fall
    down, or (in some games) remain standing and wait for you to do something
    very nasty to them.
            The players set off toward this goal by pushing buttons to make their
    characters punch, kick, throw, smash, etc.  Special moves usually exist, as
    well, which go beyond, and are usually more powerful than the standard
    hand-to-hand fighting moves.  These special moves require more than just the
    push of a button to execute, and in many cases aren't told you by the game
            Admittedly, this doesn't have as much depth as, say, a good book,
    a role-playing game, or even counting your toes, but as one of the poor,
    stupid masses I can attest to the fact that they are ADDICTING. :)
      2d) Ok, so what's Killer Instinct?
            Killer Instinct is a very recent fighting game that arrived in
    arcades around the beginning of the year.  It was designed by Rare, came
    in a casing built by Midway, and was the first arcade game to store
    information on a hard drive.  Because of this, its graphics revolutionized
    the industry; one glance at the details in the game (even if you aren't a
    fan of the silicon graphics characters) is enough to tell you that.  On
    August 31, only one day late, Killer Instinct was officially released to
    Super Nintendo systems everywhere.  Now slavering zombies can neglect
    their social life for free, and in the comfort of their own home!
            Not to scare you or anything, but this is a very addictive game.
      2e) So how do I play?
            Well, you might be surprised to hear that there is a product out on
    the market that is tailored just perfectly for your needs!  You may have
    heard of it.  It's called an instruction manual, and if you were one of the
    lucky first 2-billion buyers of the game, you got one included free!
            I'm not here to tell you controller operations and stuff like that;
    I'm just here to tell you all the stuff conveniently left out of the manual.
    And a little bit more.
            Before you head off, though, I must warn you.  Have I mentioned that
    this is a very addictive game?
    3. Terminology
      3a) What are all these numbers?
            When looking at all of these combos, you might notice that there 
    isn't a WK or a MP in sight.  Instead, we have 1-6.  Well, in most cases I've
    tried to remain in accordance with the instructions given in the manual, but
    I made an exception in using numbers for the buttons.  I did this because,
    well, everybody uses them these days.  You'll see the numbers a lot more 
    often than MK, FP, FK, etc.  So what do 1-6 stand for?  Well, in the days of
    the arcade, the console was set up like this:
            |               O       O       O
            |               (QP)    (MP)    (FP)
            | (joystick)    O       O       O
            |               (QK)    (MK)    (FK)
            So just number them 1-6 from left to right and up to down, and you
    have our system.  Thus, 1=QP, 2=MP, 3=FP, 4=QK, 5=MK, 6=FK.  You'll get used
    to it.  Trust me.
      3b) Basic terminology
            Ok, now what we are defining here is exactly how I tell you to move
    the control pad and push the buttons to achieve something.  So I'll be
    pretty exact in what my symbols mean; on the plus side, this lets me do some
    VERY advanced movements in the same symbols as the novice movements.  On
    the minus side, occasionally I'm a little stricter than I need to be.  You
    can always just do things your way with guidance from my information, but be
    warned that there will be some combos you'll HAVE to do my way.
            For a basic control pad direction, I simply have a letter (B=back,
    F=forward, U=up, D=down).  Back means AWAY from your opponent, and Forward
    means TOWARD your opponent.  DF would mean diagonally Down and Forward.
    Sometimes there needs to be a control pad MOVEMENT.  In this case, I have
    two directions linked by a hyphen (-).  This means you should ROLL from one
    direction to the other, not missing any directions in between.  A smooth
    thumb motion should do it for you.  So, for example, D-F means push down,
    down and towards, and then toward your opponent.  In the case F-B or B-F,
    you should always roll in the downwards direction (F-B=F,DF,D,DB,B).  I
    use this rather than HCB because of a) its simplicity, b) it's more like
    the manual, and c) it's necessary for some of the advanced motions.  Now,
    sometimes you need to charge (hold the joystick for a second) in a certain
    direction.  To show this, I preface the direction with a c.  So cF means to
    charge the joystick forward a second.  c3F, however, means to charge forward
    for THREE seconds.  I don't do this often, but that's what it means.
            Buttons I simply have as 1-6.  See the previous section for what 
    they mean.  When I show a 3, for example, push FP.  What could be simpler 
    than that? :)  Also, when, occasionally, you have several choices of button
    to use, I'll put either the choices in brackets separated by a slash (5/6), or 
    I'll use P for ANY punch, K for ANY kick, and A for ANY button.
            I connect motions and buttons using , and +.  , means you can wait
    until you've finished the previous motion before going to the next.  + means
    you should HOLD the previous motion before quickly pushing or doing the next.  
    In other words, D-F,3 means you can push 3 after releasing forward.  D-F+3 
    means you should quickly push 3 while STILL holding forward.
      3c) Advanced terminology
            Ok.  Occasionally you'll need to hold a button down while you do
    a motion.  I show holding the button down by either #h or h#.  h3 means that
    the PUSHING of 3 isn't really important, just as long as you're holding it
    at the time of h3.  3h means that you've gotta use it, just like a regular
    3, except that you also need to hold it.  So DF-DB+3h means roll from down-
    toward to down-away, then push AND HOLD 3 while holding down-away.  When
    you need to release the button, I use r#.  So h1, DF-DB+r1 means hold 1
    (whenever you wish), then roll down-toward to down-away, and release 1 while
    still holding down-away.
            At the end of combos where you need to juggle your opponent, I put
    either a "...juggle" or a "juggle".  "...juggle" means you need to do the
    air juggle after a while (waiting for your opponent to come back into orbit).
    "juggle" means to do the air juggle RIGHT AWAY.  The reason I use juggle is
    that in some cases, characters (like Fulgore) might have different powered-
    up or non-powered-up Juggles.
            In some very few cases, there will be moves that set up a combo, but
    are not actually part of the combo.  This is always to "fool" the CPU into
    doing a linker at the start of a combo.  In this case I will have a | to
    separate the beginning portion from the rest of the combo.  You must make
    sure that the first part does NOT count in the combo (sometimes if you follow
    the | too quickly, then the beginning WILL count), or you will find the 
    combo will end much more quickly than it should.
            Now, you know everything about how to do my combos, but I need to
    reiterate one very important type of move.  Sometimes I will show a 5+F or
    something like that rather than F+5.  This means just what I've told you 
    above - push the 5, and then push forward while still holding 5, and then
    release 5!  This is NECESSARY to string some regular hits together with
    special moves!  So D-5+F means to push down, then push 5 while still holding
    down, roll to forward quickly, and release 5!  Tricky, huh?  Yup. :)  Also,
    we might have things like D+3-F+1, which means: push down.  Push and release
    3 while still holding down.  Roll forward.  Push 1 while still holding 
    forward.  Release either at your leisure (sometimes) :)
    4. Combo Stuff
      4a) Guide to Basic Combos
            Ok, this is what you've been waiting for!  This is the guide that
    will tell you how to use the information in the character profile to put 
    together ALL basic combos for a specific character.  Eventually, you'll 
    learn to mix up the basic combos at random, and your opponent won't know how
    to Combo Break them!
            First, the all-important concept of an autosecond.  An autosecond
    is a normal move used in a combo.  However, as a reward for using this normal
    move in a combo, you get an extra one or two hits from it.  In addition, you
    can add a combo ending or a linker after the autosecond to extend the combo
    further.  However, here's the trick: only CERTAIN autoseconds work at any
    given time.  I'll tell you in a second how to figure out which ones do work.
    First, though, in the character profiles I list all the autoseconds and how
    many hits they give you.  For example, 3 - (3) means that using button 3 as
    an autosecond will give you 3 hits rather than 1.  A very few autoseconds
    also require a direction to be pushed with the button.  So, D+6 - (2) in the
    profile means that you can push down and 6 to do a 2-hit autosecond in a
    combo.  There are exactly 6 autoseconds for each character - one with every
            All the basic combinations in Killer Instinct start with an opening
    move.  Now, this may be a jump-in attack (an attack from you, in the air, to
    an opponent, on the ground), or it may be a special move (but only certain
    ones).  In the character profiles, under Openings, I list all the SPECIAL
    MOVES that may open a combo.  However, I don't list the redundant jump-in
    openings, so I'll explain them here.
            Which autoseconds you may do depends on what immediately precedes 
    them in the combo.  At the very beginning, this means that the combo Opening 
    determines what autoseconds can follow it.  Now, in the character profile, 
    you'll see the opening move, the number of hits it does, and then an arrow 
    pointing to some numbers.  These numbers are the autoseconds that may follow
    the move.  So, for example, after doing Orchid's Fire Cat with 2, you can
    push either 3, 4, or 5 to get a multiple-hit autosecond to follow it.  ALWAYS
    vary the autoseconds that you use from the choices given, however; this will
    make breaking your combo that much harder.
            With jump-in attacks, it's a whole lot simpler to determine the
    autosecond to use.  The buttons are linked 1-4, 3-5, and 2-6.  After doing
    a jump-in attack with one of those buttons, on the ground you may push the
    other button to do the autosecond.  This, of course, eventually leads to
    an entire combo from one jumpkick, which can be very nice. :)  So after
    jumping in to attack with a 5, you may autosecond with 3 (and, of course,
    an autosecond direction, if required).  Sometimes you must be fairly close
    to do a particular autosecond, however; be warned.
            Ok, you've done your opening move and you've gotten your first 
    autosecond.  Now what?  Well, you've got a choice.  For a shorter, but much
    less breakable combo, you can add on a combo Ending now.  Endings are regular
    special moves that do... well, a VERY cool ending to the combo.  The combo's
    over (almost) once you've done it, but your opponent will feel bashed,
    bruised, battered and beaten.  In the character profiles you'll find the
    section Endings, where I list all the special moves that are done as special
    combo Endings.  So after you've done your opening and autosecond, then follow
    it up with the Ending for a very satisfying combo.  (Note: sometimes the
    endings requires charging back to do the move.  You should charge back while
    the previous autosecond is still going).
            So, is that it?  Nope.  Now I'm going to tell you a way to nearly
    double the size of your combos.  It's called a linker.  What the linker is
    is a move done in the MIDDLE of a combo that does NOT end it.  Instead,
    you can follow the linker up with ANOTHER autosecond, or an ending.  So
    you've just added even more to your combo!  In the character profiles, I list
    every character's linker, and the autoseconds that can follow it.  
    So now your combos may become Opening, autosecond, linker, autosecond, and 
    Ending!!  (Though some characters have more than one linker, you can't 
    normally do two linkers in a combo.  Also, remember, if you need to charge
    a direction, do it WHILE the previous autosecond is going).
            Ok, that MUST be it, right?  Wrong.  There's one final embarassment
    to be thrown your opponent's way after a combo.  Look again at the Endings
    section.  You'll notice that, after them, they have a number and then "air"
    or "end".  The number is the number of hits that they do.  But what do the
    "air"s and "end"s mean?  Well, if you do a combo Ending that "end"s, then
    the combo's over.  Kaput.  However, if you do one with "air", then you can
    do another special move to hit the opponent as he comes down!  In each 
    character profile you'll notice a section called Air Juggle.  This is the
    special move that a character may do to hit the opponent as he comes down.
    You have to time it right, but the end result will be an even COOLER combo!
    This'll add one more hit to your combo; or, if you are powered up (which I'll
    speak of in a later section), you'll normally get THREE more tres-cool
    looking hits!
            So overall: with regard to combo Endings, they can be put in after
    ANY autosecond, the opening moves with "end" after them in the autosecond
    list, and linkers with "end" after them in the autosecond list.  Linkers
    may be done after the first autosecond, or an opening with "linker" after
    it in the autosecond list.  Autoseconds may be done after anything but other
    autoseconds, if you know which ones to use.
            In closing, here's the basic (longest) combo sequence we have so far:
    Opening, autosecond, linker, autosecond, Ending, juggle.  You can also shift
    this a little by bringing the Ending up earlier or doing the linker right 
    after the Opening (sometimes).  Using this, you can do ALL the basic combos 
    of any character!  At first learn only a few combos, but as you get better
    with practice, learn to vary what you do so your opponent NEVER knows how
    to break!
            Ah, yes, there are two more types of Endings that are a little more
    secret.  One is an Ultra, the other is an Ultimate.  Both may ONLY be done
    when your opponent's on his second life bar and it's flashing.  (It doesn't
    need to be flashing when you start the combo, only when you do the Ultra or
    Ultimate Ending).  Both end not only the combo, but your opponent.  The
    Ultimate does a Danger Move right at the end of the combo.  The Ultra,
    however, is a whopping 18-hit Ending that looks AWESOME!  Nothing makes
    your opponent look more beat than a good, swift kick... then another one...
    then a flip kick into 5 jabs, a slam, another few kicks, a sword slash or
    two, and an uppercut. :)  Ultras are what make this game... well, Killer 
    Instinct.  You'll find the Ultra and Ultimate moves in the character 
            Enjoy, and remember: Practice makes perfect.
      4b) Advanced combo stuff
            Now, I can't tell you like I did above how to put together your own
    advanced combos.  They are VERY irregular; certainly not subject to any 
    pattern I could name.  But here are a few tips to reduce the breakability
    of your combos and do other weirdness.
            1) Sometimes you can hit a person with a normal move before doing
    your Opening.  You might have to do the Opening fast; and, also, if you do
    this the combo will often end on the coming autosecond or linker.  But it's
    a good way to start combos, especially against the computer.
            2) You can start combos with Top Attacks, too.  Do the Top Attack,
    then an Opening.  The same problems as above apply, however.
            3) Instead of using an autosecond, you can very often use just one
    normal attack.  It'll only give you one hit, but that portion of the combo
    is not breakable.  In a VERY FEW cases, you can put 2 or even more normal
    moves together as a combo!  (Jago and Eyedol)
            4) If your combo DOES end on an autosecond or linker, often you can
    still do an air juggle!  This actually ends up looking as neat as Endings
    in some cases!  I'll tell you which air juggles can be done like this in the
    Air Juggle profile section.  These special air juggles are sometimes in slow
    motion, too...
            5) End your combos with regular moves or non-Ending special moves 
    rather than Endings.  Again, you can sometimes Air Juggle after these.  Also,
    these can't be broken.
            6) Sometimes you CAN put more than one linker into a combo.  Notable
    cases are T.J. Combo and Cinder.
            7) Sometimes you can put another Opening right into the middle of the
    combo!  Orchid, Riptor and Combo are very good at this.  You normally can't 
    have as long a combo follow, however, or it'll end suddenly on another 
    autosecond or linker.  (It's like there's a counter determining how many 
    portions of a combo of whatever type you may have.)
            8) Sometimes you can just insert a normal move or two between two
    portions of a combo!  Often VERY hard, this is how you get a few extra hits
    like in Jago's 30-hitter.  In Orchid's case, you can even insert some SPECIAL
    moves!  Timing is critical here... normally, you must push the button exactly
    when you want the hit to happen.
            9) Almost any combo Endings (not just Jago's!) may become Turbo if
    you hold the button down while doing the motion, and then release, rather
    than doing the motion and pushing the button.  Sometimes the difference is
    small, sometimes great.  (Glacius's h3,D-F+r3 Ending comes to mind)
            10) When an autosecond is going to end a combo, if you do the Turbo
    version of an Ending motion BETWEEN the 1st and 2nd hits of the autosecond,
    you'll usually get either: a missed combo Ending (still does the ending, but
    misses the opponent with it), or a Slow-Motion combo Ending (only a few 
    Endings do this, but the ones that do look awesome!).  Also, you can put an 
    Ultra in there for either a missed Ultra (neat!) or an Air Ultra (for Thunder 
    and Combo - MEGA neat!), where the opponent is being hit in the air.
            11) Sometimes after a very strange normal hit put into a combo, if
    you delay the ending until the last second, you'll also get a Slow-Motion or
    missed Ending.  I have one such combo for Glacius.
            12) If you miss by about a 10th of a second for a linker, it'll do
    the linker move as the BEGINNING of a combo for many characters!  This adds
    a few extra hits, and is how combos like Thunder's 38 are achieved.  In
    my Combo section I show small combos that are easy to miss the linker with 
    at the beginning of the missed-linker combos.  However, note that if you 
    do the linker too quickly, you WILL accidentally keep the combo together - be 
    careful not to.
      4c) Combo names
            This is what the announcer calls out after you've done a combo of a
    certain number of hits.
            3 hit - Triple Combo            8 hit - Awesome Combo
            4 hit - Super Combo             9 hit - Blaster Combo
            5 hit - Hyper Combo             10 hit - Monster Combo
            6 hit - Brutal Combo            11 hit - King Combo
            7 hit - Master Combo            12+ hit - Killer Combo
                            xx hit - Ultra (echoing) (After doing an Ultra)
                            xx hit - Ultimate (echoing) (after doing an Ultimate)
    5. High Scores
            These are the high scores that the SNES version comes with
    automatically.  If you want to get your name in first, this is what you'll
    have to beat!  (Push left and select at any point in the title sequences to
    get to the high scores).  Sadly, every time you reset or turn off the power,
    your high scores are lost...
            Speed Demons (fastest win):                     SJP  0:15.00
            Winning Streak (most consecutive wins):         MB   25
            Killer Kings (highest score):                   MRY  500000
            Combo City (highest combo for each character):
              Jago                                          LOU  30
              T.J.Combo                                     CTS  36
              Spinal                                        GAV  27
              Thunder                                       RSR  33
              Glacius                                       GN   29
              Fulgore                                       DEB  30
              Cinder                                        FAY  33
              Sabrewulf                                     JAN  31
              Orchid                                        TIM  48
              Riptor                                        KAL  30
              Eyedol                    JMH, SH , JR , EIL, CAR  03
    6. Miscellaneous Secrets
      6a) High Scores
            To get to the high scores, either wait for 30 seconds at the title
    screen after you've got an entry in it, considerably longer if you don't,
    or simply push left and select at any point in the title sequence. :)
      6b) While picking your character
            You can choose your character by pushing left and right.  You can
    choose his COLOR, however, by pushing up and down.  There are 8 different
    color schemes for each character.
            To do Random Select, where the computer randomly picks your character
    for you, push up and start.
            To select the stage you wish to fight on (can't be done in 1-Player
    mode), push up or down and a certain button to select your character.  Which
    button you used and direction you pushed to select him determines where
    you'll go.  (See next section for which go where).  In 2-Player or Tournament
    mode, the first person to choose picks the stage.  The second player chooses
    the stage MUSIC.  (ie, you can get to the Lava Pit with the music of
    Glacius's stage if the first person to choose does D+3 and the second U+1)
    If the first player to pick does NOT choose a stage, it is random (and you
    could get one of the 3 non-selectable stages, too).  If the second player
    does not pick music, the music matches the stage (obviously).  Unfortunately,
    if you choose Random Select you cannot pick a stage.
            In Tournament mode, push select while choosing characters to get a
    menu that lets you modify options, change the Tournament players, or leave
    Tournament mode.
      6c) Selecting stages
            These are the selectable stages and the button/direction you use to
    get there:
            U+1 - Glacius's stage           D+1 - Chief Thunder's stage
            U+2 - Dungeon stage (secret!)   D+2 - Riptor's stage
            U+3 - Ice Shrine stage          D+3 - Eyedol Lava Pit stage
            U+4 - Spinal's rooftop stage    D+4 - Street stage
            U+5 - Orchid's rooftop stage    D+5 - Sabrewulf's stage
            U+6 - Cinder's rooftop stage    D+6 - Fulgore's stage
                    BOTH players D+5: Sky rooftop stage (secret!)
            The two secret stages may ONLY be arrived at by selecting the stage -
    they'll never come up randomly.
            The Sky Rooftop stage may only be reached from 2-player or Tournament
    mode; BOTH players must use D+5 to select their character.  This is the most
    fun stage in the game because you can knock your opponent off the edge at
    ANY time!! :)
            Unfortunately, these stages are unselectable: Jago's stage, T.J.
    Combo's stage, and Eyedol's Castle stage.
      6d) "Fight On" codes
            These are codes that are entered on the screen showing the two
    characters' pictures.  You should do them only AFTER the announcer says
    "Fight On", so that you don't end the screen accidentally.  You can't do
    any of these in Practice mode.  You can do all or some of these at a time,
    if you're fast enough. :)
            "C-C-C-Combo Breaker!"  This code makes combo breakers easier; after
    you've entered the code you can break combos with ANY of the 3 buttons,
    rather than having to be concerned about what your opponent's using.  To do
    it, push down and start.  Only one player needs to do it, and the change
    affects both people.  This is the same as temporarily setting "Easy Combo
    Breakers" to On in the Options screen.
            Different speeds of play.  These let you speed up or slow down the
    rate at which the game is played.  In 2-player or Tournament, both players 
    must enter the code for a specific speed (so agree on it ahead of time), 
    while in 1-player mode you only need to do it yourself.  For slow motion,
    hold left and all three kicks.  For slight turbo, hold right and all three
    punches.  For turbo, hold right and all three kicks.  For MEGA turbo, hold
    left and all three punches.  You'll hear a swish or hit sound if you've
    done it properly.
            "Eyedol!"  Yup, you can play as him!  If you've got Cinder, you can
    hold right and push 1,4,3,5,2,6 to become Eyedol!  Only the player changing
    needs to do the code.  Both players can become Eyedol if they want... Oooooh
    boy... :)
            Options screen.  If you push select, you'll get to go to the options
    screen to change your controller configuration and options just before the
    fight starts.  Only the player who pushed select can change the options; the
    other player can only change his controller configuration.  The nice thing
    about this is that in Tournament mode the game remembers the configuration
    for each player!
      6e) The Eyedol code!
            I already said it, but I don't want anyone asking again, so it bears
    repeating.  Pick Cinder, and when the announcer says "Fight On!", hold right
    and push 1,4,3,5,2,6.
    7. Secrets during the fight
      7a) Top attacks
            Top attacks are attacks that will hit your opponent if they're
    crouching, even if they're blocking.  This is to prevent people from holding
    down and block the entire fight.  You can start combos out of a top attack
    by doing the Opening right after, but the combo sometimes can't be as long.
            To do a top attack, push B+3 when your opponent is crouching.
            To FAKE a top attack (to lure your opponent into trying a quick
    move), push B+2 when your opponent is crouching.
      7b) Knocking your opponent off a rooftop stage
            Yes, on the 4 rooftop stages, you can knock your opponent off the
    edge at the end of the match!  There are a few ways to do this:
            1) Do a combo that takes the last bit of the person's energy and
    sends 'em forward a bit.  If they fly off the edge, well, arrivaderci. :)
            2) If they're standing near the edge when the announcer says 
    "Danger", do a special move that knocks them backwards a little, and, well,
    sayonara. :)
            3) Of course, the best way is to end with an Ultra.  Some Ultras
    don't push the character forward very much, so must be done near the edge;
    some, like Cinder's, can be started from ANYWHERE, and, well, au revoir. :)
            Note that in the secret Sky rooftop stage (see 6b and 6c) you can
    knock them off in the ways above at ANY time, not just the end!!!  Fun!!
      7c) Dizzying
            If you hit your opponent with several normal moves (not part of a
    combo) in a row with you doing practically nil to them, then he may become
    dizzied.  When this happens you'll see him convulse and he won't be able to
    move.  Set up your best combo opening and let him have it!
            If YOU'RE the unlucky one who's been dizzied, you can speed up your
    recovery by spinning the control pad and pushing buttons rapidly.  You'll see
    the character begin to convulse faster when you do this.  It takes about 8
    convulses before you recover from dizzying.
      7d) Last Breath
            Hooooo-boy.  If you really want to get your friends to hate you, read
    on. :)
            After the announcer says "Danger", you might think that you are dead.
    Well, do nothing, or get hit by your opponent (or have him do a Danger Move)
    and you are.  However, if your opponent takes too long to set up a Danger
    Move or hit you, you can break out of the Danger state for one last try at
    killing them!
            To do this, as soon as you start convulsing in "Danger", rotate the
    control pad and push buttons rapidly (just like a dizzy).  If you do it fast
    enough, you'll break out of the Danger state!  (I think it takes 7 convulses
    in this case).
            When you have this "Last Breath", you only have enough energy to
    barely survive.  If your opponent hits you once, or you block a special move,
    you're REALLY toast this time.  (However, he doesn't get the pleasure of a
    Danger Move :) )  So what use is it?  Well, you do over TWICE your normal
    damage when in the "Last Breath" state!  Fulgore's standing close 6 takes
    away half their bar!  ONE combo is normally enough to obliterate the poor
    guy!  However, if the person you're playing with is a) stronger than you,
    b) bigger than you, or c) your boss, I don't recomment doing "Last Breath".
    It tends to turn people homicidal if you beat them after "dying"... <evil
      7e) Powering Up
            You can become powered up in several ways during the fight.  If you
    do this, then the white bit at the end of your life bar will start flashing.
    You'll then have several special moves that are new and improved.  To do the
    powered-up versions, hold the button down as you do the motion (ie, do 
    h2,DF-DB+r2 rather than DF-DB+2).  These are usually faster, and do more 
    damage than the regular moves.  (These are followed by a shadow in the arcade
    version, but alas, not here)  In this version I don't show any moves that
    require powering up (except Sabrewulf's and Spinal's...)
            Every character except Eyedol can get powered up.  To become powered
    up, all you have to do is break a combo.  Easy, huh?  (ha ha) :)  Sabrewulf's
    Howl powers him up, as well, and Spinal's Power Devour gives him Skulls to
    power him up.  (More on Spinal in his profile)  These two are the only 
    characters that can LOSE their powered-up status.  Sabrewulf does it by
    connecting with a powered-up Sabreroll or Sabrespin.  Spinal does it by
    throwing projectiles.
            One more thing: when a character is powered up, air juggles do 3 hits
    rather than 1!  This happens for everyone except Spinal; you simply throw as
    many Skulls as you can to juggle your opponent with him.  This is how you do
    many of the maximum Ultra combos...
      7f) Humiliations           
            Well, we all know how to do a Danger Move when the announcer yells
    "Danger!" (if not, read the manual).  However, you can do a special type of
    Danger Move called a Humiliation if and ONLY if you are still on your first
    bar of life after killing the opponent!  They are done as a Danger Move
    (though they require no specific distance to work)  Your opponent will start
    dancing, and you'll get a big "HUMILIATION" at the character win screen...
    just to rub it in...
      7g) "Supreme Victory" and "Awesome Victory"
            If you do a Danger Move, a Humiliation, or an Ultimate combo to
    finish off your opponent, you'll get an "Awesome victory" at the character
    win screen.  If you do an Ultra, or nothing but you're still on your first
    energy bar after killing your opponent, you'll get a "Supreme victory".  If
    you don't do anything to your opponent and you're in your second bar of 
    life, you won't even GET a character win screen. :(
      7h) PERFECT!!
            If you absolutely rule at the game, and have lost absolutely NO 
    energy when you toasted your opponent, at the character win screen the 
    announcer will shout out "PERFECT!" for the world to hear.  People's entire 
    reputations have been created or destroyed by the utterance of a single 
    "PERFECT!".  Really.  I'm serious.
      7i) Spinal's combo Endings
            Spinal has 6 combo Endings with each character.  He temporarily
    morphs into the opponent and delivers one of his endings.  His morph Endings
    are D,D+A: and here I'll show you the button pushed, what ending it
    corresponds to for the character, and how many hits the ending is (plus "end"
    or "air", depending on whether or not you may juggle afterwards).
            Note: If you do the Turbo version of Spinal's Ending (ie, h5,D,D+r5),
    it will do the Turbo combo Ending for the character.  Also, if you use any
    of these Turbo endings in Spinal's slow-motion combo, you'll get either that
    character's slow-motion ending, or a missed ending.
    vs. Fulgore:    1: F-D-DF+3 (4+end)     2: B-D-DB+1 (4+end)
                    3: cB,F+5 (3+air)       4,5,6: D-F+2 (4+end)
    vs. Cinder:     1: F,F+2 (4+air)        2: F-D-DF+6 (4+air)
                    3: F-D-DF+5 (4+air)     4,5,6: F-D-DF+4 (4+air)
    vs. Sabrewulf:  1: cB,F+1 (3+air)       2: cB,F+4 (4+end)
                    3: cB,F+5 (4+air)       4,5,6: cB,F+6 (3+air)
    vs. Orchid:     1,5,6: D-F+3 (4+end)    2: cB,F+4 (4+air)
                    3: cB,F+5 (3+air)       4: DF-DB+3 (4+air)
    vs. Riptor:     1: D-B+3 (4+end)        2: DF-DB+1 (4+air)
                    3: DF-DB+5 (3+end)      4,5,6: cB,F+6 (3+air)
    vs. Jago:       1: F-D-DF+1 (2+end)     2: F-D-DF+2 (3+end)
                    3: F-D-DF+3 (4+end)     4: D-F+1 (3+end)
                    5: DF-DB+5 (3+end)      6: F-D-DF+3 (3+end)
    vs. Combo:      1: cB,F+2 (3+air)       2: c3B,F+2 (4+end)
                    3: cB,F+3 (4+end)       4,5: cB,F+6 (3+air)
                    6: cB,F+1 (4+air)
    vs. Spinal:     1,4: F,F+1 (3+end)      2,5: F,F+2 (3+end)
                    3,6: F,F+3 (4+end)
    vs. Thunder:    1: cB,F+3 (3+air)       2: D-B+2 (4+air)
                    3: D-B+3 (4+air)        4,5,6: D-F+6 (3+end)
    vs. Glacius:    1: D-F+3 (4+air)        2: DF-DB+1 (4+air)
                    3: D-F+6 (3+air)        4,5,6: D-F+5 (3+end)
    vs. Eyedol:     1,2,3,4,5,6: cB,F+3 (4+air)
    8. Character Profiles explanation
      8a) Description
            This gives you a description of the character, taken from the SNES
    attract mode profiles.
      8b) Special Moves
            These will give you the motions for all the special moves of a
    character.  Many of them give you the choice of ANY punch or ANY kick to
    do a move... which one you use normally dictates the speed or distance of
    the move (as well as the autoseconds which can follow the Openings).
            In addition, there are what are called Transition Moves.  These are
    Special Moves that START as one move but end as another.  This can often
    really surprise your opponent!  This is shown by an indented dash just 
    below the move, then the name of the move it's being turned into.  After
    that will be a description of the full move to do the transition, if it's
    non-standard.  If the starting move can be followed by the regular motions of
    the transition move, I'll just leave it at the name or listing of names.
            There are a few things I'll tell you about the moves, as well.  Some
    of the moves are projectiles, which are basically objects you create that 
    move across the screen and damage your opponent.  There are normal
    projectiles, and two special projectiles.  I'll tell you whether a move is 
    either a projectile, or a special projectile.
            In addition, some moves go THROUGH normal projectiles, some special
    projectiles only, and some all projectiles.  I'll tell you if they do this, 
    too.  If I don't tell you, assume they can be hit by projectiles.  Oh yeah,
    and two of the special moves reflect projectiles, too.
            Finally, some moves are done in the air.  I'll tell you this, too.
      8c) Autoseconds
            Here I'll tell you how many hits the autosecond with each button
    does.  In addition I specify the directions that must be held with certain
    of the autoseconds.  You can use this to count up the hits you'll estimate
    a combo has, too.  The number of hits are in brackets.
      8d) Openers
            These are the special moves (given as motions, not by name) that can
    begin a combo.  I show the special move, followed by the number of hits that
    it does in brackets.  Then an arrow points to the autoseconds that can be
    done out of the move.  Also, I list "end" or "linker" if you can do an Ending
    or linker out of that Opening.  Remember, though, that you can also use
    jump-ins to begin a combo.
      8e) Linkers
            This is where I show the person's combo linker(s).  Same format as
    the Openers, really - I list the number of hits, the autoseconds that may
    follow, and whether you can do an ending.
      8f) Endings
            Here's where I show all of the combo Ending moves for the character.
    I have, in the brackets, the number of hits the Ending adds, followed by
    "end" if it knocks the opponent down right away, or "air" if it's possible
    to air juggle the person after.  Note that the turbo versions of the Endings
    are done by holding the button down through the motion.  Also, note that
    Jago's F-D-DF+3 ending can do EITHER 3 or 4 hits, depending on circumstances.
      8g) Ultimate
            The Ultimate motion for the character.  You do this as a combo
    Ending, and only when your opponent's life is on its second bar and flashing.
    This will do a Danger Move in place of a combo Ending.  A description of the
    Danger Move follows the movement.
      8h) Ultra
            The Ultra motion for the character.  You do this as a combo Ending,
    and only when your opponent's life is on its second bar and flashing.  This
    will do a whopping 18-hit ending!  It also fries your opponent.  I give the
    number of hits (18), followed by whether it knocks you into the air or ends
    the combo, in the brackets.
      8i) Air Juggle
            The motion for the character that will juggle the person after having
    done a combo Ending with "air" in it.  It will add 1 hit to the combo, or 3
    (normally) if the character is powered up.  These require timing and practice
    to hit!  Some of them may follow autoseconds that end the combo, too; I'll 
    tell you which ones.
      8j) Danger Moves
            Tells you the two or three Danger Move motions for each character.
    In brackets is the distance that you must be, in terms of a fraction of the
    screen.  0 means right next to the opponent, 1 means as far away as possible.
    A description is also provided.  Note that for those characters with really
    far fatalities, you can hit the opponent with a projectile just before you
    start your Danger Move or Humiliation. :)
      8k) Humiliation
            A Danger Move that can only be done if you're still on your first bar
    of life after wasting your opponent.  It'll make them dance, and you'll get
    a "HUMILIATION" on the character win screen.  Distance does not matter, so
    I haven't provided it. :)
      8l) Combo Breaker
            This is the Combo Breaker move that the character uses.  As it says
    in the instruction book, you must use a Fierce to break if your opponent is
    currently using a Quick, Medium for Fierce, and Quick for Medium.  So if your
    Combo Breaker move is B,F+P, and your opponent is currently using 5 in his
    combo, you can break with B,F+1.  If you've got "Easy Combo Breakers" turned
    on in Options, or have done the "C-C-C-Combo Breaker" code, then Combo
    Breakers can break combos using ANY of the 3 choices.
      8m) Recovery Move
            A move that is done while you are getting up from a fall.  VERY
    useful to get away or retaliate if your opponent is nearby.  Just push the
    movement as you are standing up.  If your opponent is standing next to you,
    he'll be hit.
      8n) Air Combo
            If you are both in the air and you connect with a hit, you can VERY
    quickly get a second hit in by doing this movement.  The button you use in
    the movement depends on what you connected with.  If you used Fierce to hit,
    use Medium in the Air Combo move.  Medium requires Quick, and Quick requires
    Fierce.  So if your Air Combo move is F,B+K, and you connect in the air with
    a 4, push F,B+6 for a quick second hit.
      8o) Stuff
            Just miscellaneous fun stuff that can be done with a character, that
    didn't really fit anywhere else.  Send me your funny tricks for this section!
      8p) Combos
            The good stuff!  Warning: Only try if you consider yourself a VERY
    advanced player.  I can't really convey the timing required, so often you'll
    have to use your experience and trial and error to get the combos to work.
    These are basically unusual, weird, and/or tricky combos that will impress
    your friends but usually are not of much use in regular play.  Beginning the
    section is the maximum Ultra combo and maximum regular combo known for each
    character.  This is how you'll get on the high score list in 1st place!  Then
    follow a bunch of weird combos.  Ending the section are some Slow-Motion
    combos.  You can substitute the regular Slow-Motion combo Endings for either
    other Endings or an Ultra for a missed Ending or Ultra.  (The missed Endings
    are kinda funny.  The missed Ultras are a riot!!)
            Basically I start out with an (in air) if you must be in the air to
    start the combo (though the second hit will ALWAYS be on the ground).  Then
    I give the combo motion itself for you to slug through.  Finally, I give the
    number of hits in my intended combo (though sometimes if you have improper
    timing you can end up with a different number.  Try to get my given number
    of hits...)  The number may be in two parts.  The first is the number of hits
    you can get normally, and the second is the number of hits you can get if
    you're powered up.  So (15/17 hits) means you can get 15 hits without being
    powered up, or 17 if you are.
            Finally, just to sum up: The (known) maximum number of hits that that
    character can EVER do is the powered-up Maximum Ultra.  The (known) maximum 
    number of hits that can be done in Practice mode is the non-powered-up 
    Maximum Normal.  (Except Sabrewulf, who can power up in Practice mode)
    9. Character Profiles
      9a) Black Orchid
      |     Name: B. Orchid                 Height: 5'6"                |
      |     Weight: 125 lbs.                Age: 23                     |
      A secret agent sent to investigate the mysterious disappearances that
    surround the Ultratech contest.  Her true identity and abilities are shrouded
    in secrecy.
    Special Moves:
            Lasaken: D-F+P (projectile)
            Fire Cat: cB,F+P (goes through all projectiles)
            Turbo Fire Cat: h3,cB,F+r3 (goes through all projectiles)
            Flick Flak: cB,F+K
            Ichi: DF-DB+(1/2)
            Spinning Sword: DF-DB+3
            Back Flip: B+6
            1 - (3)                 2 - (2)                 3 - (3)
            4 - (3)                 5 - (3)                 6 - (3)
            cB,F+1          (2) --> 3,end
            cB,F+2          (2) --> 3,4,5,end
            cB,F+3 (far)    (1) --> 4,6
            cB,F+4          (2) --> end
            cB,F+5          (3) --> 2,4,end,linker
            cB,F+6          (3) --> 1,end,linker
            DF-DB+1         (1) --> 4,5
            DF-DB+2         (1) --> 4,5
    Linker: cF,B+5          (2) --> 1,2,end
            D-F+3           (4+end)
            cB,F+5          (3+air)
            cB,F+4          (4+air)
            DF-DB+3         (4+air)
    Ultimate: F-B+5 (opens her shirt and flashes opponent, whose eyes bug out)
    Ultra: cB,F+2           (18+air)
    Air Juggle: D-F+1 (can be done after Spinning Sword and autosecond ends)
    Danger Moves: 
            B,F,F+1 (1/3-3/4) (opens shirt and flashes opponent, whose eyes
                               bug out)
            D,F,B+4 (0-1/6) (turns opponent into frog) (push 6 to jump on them)
    Humiliation: DF-DB+3
    Combo Breaker: B,F+K
    Recovery Move: B,F+K (goes through all projectiles, combo Opening --> 4,5)
    Air Combo: F,B+P
    Stuff: Flash fatality makes opponent's Orchid angry.
           cB,F+6,D+6,(cB,F+5 or DF-DB+3) does ending AFTER opponent falls down            
            Max. Normal: cB,F+6,cB+1,F+6,cB+1,F+6,cF+1,cB+5,1,F+6,1,DF-DB+3,
                         ...juggle (32/34 hit)
            Max. Ultra: cB,F+6,cB+1,F+6,cB+1,F+6,cF+1,cB+5,1,F+6,cB+1,F+2,
                        ...juggle (46/48 hit)
                    (in these combos only the first kick of the first Flick Flak
                     may hit - start about 5/6 of a screen back)
            (in air) 6,6,B+6 (3 hit)
            6,DF-DB+2,F+1,B+1,6,DF-DB+2,juggle (7/9 hit)
            h3,cB,cF+r3,6,B+5,1,DF-DB+1,F+1,DF-DB+3,...juggle (16/18 hit)
            cB,F+4,DF-DB+2,F+1,B+1,3,DF-DB+2,F+1,B+1,3,juggle (11/13 hit)
            cDB,3,F+1,D+1,juggle (5/7 hit)
                    (20/22 hit)
            cB,F+5,cB,F+2,cB,F+6,juggle (8/10 hit)
            (in air) 5,DF-3+DB,...juggle (5/7 hit)
            (in air) cB,1,5+F,...juggle (6/8 hit)
            (in air) cB,2,F+6,B+6,DF-DB+3,...juggle (12/14 hit)
            cB,F+5,cB+6,F+2,DF-DB+2,h3,D-F+r3 (13 hit)
            cB,F+2,cDB,4+F,...juggle (8/10 hit)
            cB,F+6,B+6,5,DF-DB+2,4,DF-DB+1,juggle (15/17 hit)
            DF-DB+1,F+1,B+1,4,DF-DB+1,F+1,B+1,4,h3,DF-DB+r3,...juggle (17/19 hit)
                    (13/15 hit)
      9b) Chief Thunder
      |     Name: Chief Thunder             Height: 6'2"                |
      |     Weight: 280 lbs.                Age: 42                     |
      Mystical defender of Native Americans, Thunder enters the contest in order
    to uncover the mystery surrounding his brother's disappearance in the
    previous year's tournament.
    Special Moves:
            Pheonix: D-F+K (projectile) (push up or down to direct it)
            Turbo Pheonix: h5,D-F+r5 (projectile) (push up or down to direct it)
            Triplax: cB,F+P (goes through normal projectiles)
            Reverse Triplax: cF,B+2 (goes through normal projectiles)
            Tomahawk: D-B+3 (in air)
            Sammamish: D-B+(1/2) or F-B+3 (goes through all projectiles)
              -- Tomahawk: F-cB+3, F+3 or F-B+3, D-B+3
            1 - (3)                 2 - (2)               D+3 - (2)
            4 - (2)                 5 - (2)                 6 - (3)
            cB,F+1          (3) --> 2,6,end
            cB,F+2          (3) --> 1,5,end
            cB,F+3          (3) --> 2,6,end
            cF,B+2          (3) --> 1,5,end,linker
            D-B+1           (1) --> 1,6
            (in air) D-B+3  (1) --> 2,4
    Linker: cF,B+2          (3) --> 1,4,5,6,end
            D-B+2           (4+air)
            D-B+3           (4+air)
            cB,F+3          (3+air)
            D-F+6           (3+end)
    Ultimate: DF-DB+2 (pulls out axe and lightning fries opponent)
    Ultra: cB,F+1           (18+air)
    Air Juggle: D-F+4 (can be done after autosecond ends)
    Danger Moves:
            D-B+6 (0-1/6) (pulls out axe and uppercuts opponent away.  Various
                           items fall in their place)
            D-F+3 (1/3-1/2) (pulls out axe and lightning fries opponent)
    Humiliation: D,D,F+4
    Combo Breaker: D-B+P
    Recovery Move: D-B+P
    Air Combo: D-B+P
            Max. Normal: cF,3|B+2,cF,B+2,cF+1,B+2,1,D+4-B+2,...juggle (21/23 hit)
            Max. Ultra: cF,3|B+2,cF,B+2,cF+1,B+2,cF+1h,cB+2,F+r1,juggle
                        (36/38 hit) (Air Ultra!)
            6,D-B+1,D+4-B+2,...juggle (8/10 hit)
            cB,cF+2,6,D-B+1,juggle (6/8 hit)
            cF,B+2,cF,2+b,2h,D-B+r2,...juggle (13/15 hit)
            cB,cF+1,6,cB+2,F+1,juggle (13/15 hit)
            (in air) D-cB+3,2,cF+2,F+6,D-B+2 (8 hit)
            D-B+1,cF+6,B+2,cF,cB+2,F+3,...juggle (14/16 hit)
            (in air) cF+6,3,B+2,D-F+6 (9 hit)
            (in air) D-B+3,cF+3,B+2,5,h3,D-B+r3,...juggle (13/15 hit)
            cF,6,B+2,F+3,juggle (7/9 hit)
            D-B+1,1,D-B+1,juggle (6/8 hit)
            Slow-Motion: cB,2+cF,6,D-B+2,...juggle (10/12 hit)
            Missed: cB,2+cF,6,D-F+6 (7 hit)
            Missed Slow-Motion: cB,cF+3,6,B+2,cF+6,B+2h,D-B+r2 (18 hit)
      9c) Cinder
      |     Name: Cinder                    Height: 6'2"                |
      |     Weight: 195 lbs.                Age: 31                     |
      A convict, experimented on by Ultratech.  A failed chemical weapon test
    mutated his body, turning him into living flame.  Promised freedom if he
    defeats Glacius, he enters the fray.
    Special Moves:
            Trailblazer: F,F+P or cB,F+P
            Air Trailblazer Dive: F,F+(1/2) (in air)
            Air Trailblazer: F,F+3 (in air)
              -- Air Trailblazer Dive: F,F+3,B+3
            Inferno: F,F+K or cB,F+K (projectile)
            Fireflash: F-D-DF+K (goes through all projectiles)
            Heatfist: B,B+1
            Mirage: F-B+2 (all projectiles go through you until you're hit)
            Heatsink: F-B+3 (invisible until hit; shadow still shows)
            1 - (3)                 2 - (3)                 3 - (2)
            4 - (2)                 5 - (2)               D+6 - (2)
            F,F+2 or cB,F+2 (2) --> 1,5,end,linker
            cB,F+3          (1) --> 3,4
            B,B+1           (1) --> 3,5
            (in air) F,F+(1/2) or (in air) F,F+3,B+3
                            (1) --> 2,4
            cF,B+1          (2) --> 2,3,4,end
            F,F+1           (2) --> 1,2,3,5,end
            F-D-DF+4        (4+air)
            F-D-DF+5        (4+air)
            F-D-DF+6        (4+air)
            F,F+2           (4+air)
    Ultimate: F-B+5 (Infernos opponent to ash)
    Ultra: F,F+3 or cB,F+3  (18+air)
    Air Juggle: F,F+3 (can be done after 2-hit Fireflash and autosecond ends)
    Danger Moves: 
            B,B,B+2 (0-2/3) (melts opponent into ground)
            D-F+4 (1/4-1/2) (Infernos opponent to ash)
    Humiliation: B,B+6
    Combo Breaker: F-D-DF+K
    Recovery Move: F-D-DF+K (goes through normal projectiles)
    Air Combo: F,B+P
    Stuff: F,F-FU+1 for a very funny-looking but useless comet charge
           cB,F+3,D+6,F-D-DF+(4/5) does ending AFTER opponent falls down
            Max. Normal: (in air) F,cF+2,cB,4,F+3,cB,4,cF+3,4,cB+1,2,h5,
                                  F-D-DF+r5,...juggle (19/21 hit) (Slow Motion!)
            Max. Ultra: (in air) F,F+3,cB+3,4,F+3,cB,4,cF+3,4,4,cB+1,4,4,F+3,
                                 ...juggle (35/37 hit)
                        (must start when opponent's life bar is high so cB,F+3 
                         doesn't do Ultra until the end)
            F,F+2,F,F+2,F,F+2,...juggle (9/11 hit)
            (in air) 2,D+6,F-D-5+DF,...juggle (9/11 hit)
            (in air) F,F+3,B+3,2,F,F+1,5,F-D-DF+6,...juggle (14/16 hit)
            B,B+1,F,F+2,cB+5,F+3,juggle (7/9 hit)
            5,F-D-DF+5,...juggle (4/6 hit)
            cB,2+F,F,F+1,3,F-D-DF+4,...juggle (12/14 hit)
            F,F+2,F,F+2,5,F,F+1,6,juggle (10 hit)
            (in air) cF,6,5,cB+1,2,F+3,juggle (9/11 hit)
            F,F+2,F,F+2,F,F+1,cB+2,F+3,juggle (11/13 hit)
            F,F+2,5,B,B+1,5,juggle (8/10 hit)
            Slow-Motion: cB,2+cF,1,B+1,h5,2,F-D-DF+r5,...juggle (16/18 hit)
            Slow-Motion: F,cF+2,1,cB+1,4,F+3,4,F-D-5+DF,...juggle (18/20 hit)
      9d) Eyedol
      |     Name: Eyedol                    Height: too tall            |
      |     Weight: really heavy            Age: that would be telling  |
      An ultra-powerful warlord from an ancient era, snatched out of Limbo by
    Ultratech's scientists to do battle with this year's Killer Instinct
    finalist.  Little did they realize what kind of power they were releasing...
    Special Moves:
            Evil Fire: D-F+P (special projectile)
            Dash Frenzy: B,F+1
              -- Stop: B,F+1,F,B+1
              -- Golfing Goat: B,F+1,F,B+3
            Power Stomp: B+2
              -- Stop: B+2,2
              -- Triple Evil Fire: B+2,D-F+3
              -- Mega Dash Frenzy: B+2,B,F+1
            Forward Club Pounce: UF or B,F+4 (goes through all projectiles)
            Vertical Club Pounce: U or B,F+5 (goes through all projectiles)
            Backward Club Pounce: UB or B,F+6 (goes through all projectiles)
            Golfing Goat: B,F+3 (reflects all projectiles) (yeah, I made up the
                                                            names; sue me. :) )
            1 - (2)                 2 - (3)                 3 - (3)
            4 - (2)                 5 - (3)                 6 - (3)
                    (There's no difference between his Punch & Kick autoseconds)
            UF or B,F+4     (1) --> 1,6
            B,F+1           (1) --> 3,5
            D+4 or D+1      (1) --> 3,6
            D+5 or D+2      (1) --> 1,4
            D+6 or D+3      (1) --> 2,5
            any normal move (1) --> that move's jump-in autosecond
    Linker: B,F+1           (1) --> 3,5
    Ending: cB,F+3          (4+air)
    Air Juggle: B,F+1 (can be done after autosecond ends)
    Combo Breaker:B,F+P
    Stuff: Stomp when opponent is at Danger.  You'll keep doing it for a while.
            Max. Normal: 4,4,4,4,4,4,4,4,cB+1,F+3,...juggle (15 hit)
            DB+1,F+1,3,B,F+1,juggle (7 hit)
            D+1,4,4,1,B,F+1,3,juggle (10 hit)
            UF,6,B,F+1,5,juggle (9 hit)
            4,4,4,4,4,4,4,4,4,4 (10 hit)
            4,4,4,4,4,4,4,4,1,B,F+1,juggle (12 hit)
            6,2,B,F+1,4,juggle (9 hit)
            4,4,4,4,4,4,1,B,F+1,3,juggle (13 hit)
            B+2,F+1,3,B,F+1,3,B,F+1,juggle (10 hit)
            UF,6,B,F+4,juggle (6 hit)
            3,5,B,F+4,1,juggle (8 hit)
            Missed Combo: 4,4,4,4,4,4,1,B,F+1,cB+3h,F+r3 (12 hit)
      9e) Fulgore
      |     Name: Fulgore                   Height: 6'5"                |
      |     Weight: 560 lbs.                Age: 1                      |
      A prototype cybernetic soldier developed by Ultratech, entered into the
    contest as a final test of its capabilities before mass production can
    Special Moves:
            Laser Storm (single): D-F+P (projectile)
            Laser Storm (two shots): B,B-F+1 (projectile)
            Laser Storm (three shots): F,B,B-F+1 (projectile)
            Plasma-port: B-D-DB+A (1=far, 2=medium, 3=near on your side of enemy
                                   4=far, 5=medium, 6=near on other side)
              -- any special move except Plasma-port
              -- Plasma-port: B-D-DB+(1/2/4/5), B-D-DB+(3/6)
            Plasmaslice: F-D-DF+P (goes through all projectiles)
            Eyelaser: DF-DB+6
            Cyberdash: cB,F+K
              -- Plasmaslice: cB,F+K,F,D,DF+1
            Long Cyberdash: h6,cB,F+r6
              -- Plasmaslice: h6,cB,F+r6,F,D,DF+1
            Reflect: D-B+P (reflects all fireballs to sender)
                           (hold button for it to last longer)
            1 - (3)                 2 - (3)                 3 - (2)
            4 - (2)                 5 - (2)                 6 - (3)
            cB,F+4          (1) --> 1,2
            cB,F+5          (1) --> 2,3
            cB,F+6 or h6,cB,F+r6
                            (1) --> 5,6
            6               (2) --> end,linker
            DF-DB+6         (1) --> 1,5
    Linker: DF-DB+6         (2) --> 1,5,6,end
            cB,F+5          (3+air)
            D-F+2           (4+end)
            F-D-DF+3        (4+end)
            B-D-DB+1        (4+end)
    Ultimate: DF-DB+2 (head turns into turret and blows opponent away)
    Ultra: F-D-DF+1         (18+air)
    Air Juggle: Laser storm (only 2nd & 3rd shots may hit, if not powered up)
                            (if powered up, D-F+1 automatically fires 3)
    Danger Moves:
            D-F+6 (1/3-2/3) (head turns into turret and blows opponent away)
            D-B+3 (1/3) (fries opponent with a laser)
    Humiliation: B-F+5
    Combo Breaker: F-D-DF+P
    Recovery Move: F-D-DF+P (goes through normal projectiles)
    Air Combo: F-D-DF+P
            Max. Normal: h1,6|DF-DB+6,cB,6,F+6,6,DF-DB+6,6,B-D-DB+r1,juggle 
                         (17/20 hit) (Slow Motion!)
            Max. Ultra:  6|DF-DB+6,cB,F+6,6,DF-DB+6,6,F-D-DF+1,...juggle
                         (31/32 hit)
            (in air) 3,6,DF-DB+6,F-D-DF+3 (9 hit)
            cB,5+F,F-D-DF+1 (3 hit)
            (in air) 5,2,DF-DB+6,B-D-DB+1 (8 hit)
            F-6+DB,cB+5,F+5,...juggle (9/10 hit)
            (in air) 1,4,D-F+1 (4 hit)
            DF-DB+6,cB,6+F (3 hit)
            DF-DB+6,6+cB,F+5,...juggle (8/9 hit)
            Slow-Motion: h1,cB,6+F,6,B-D-DB+r1 (8 hit)
      9f) Glacius
      |     Name: Glacius                   Height: 6'3"                |
      |     Weight: 300 lbs.                Age: Unknown                |
      An alien being from a distant planet, crash landed on Earth.  He was
    captured by Ultratech.  Hoping to prove the alien inferior, they force
    Glacius to fight for his life.
    Special Moves:
            Shockwave: D-F+P (projectile)
            Cold Shoulder: cB,F+P
            Ice Lance: DF-DB+1
            Liquid Uppercut: D-F+5 (weak) or D-F+6 (strong) (goes under all
              -- Liquid Uppercut (strong): D-F+5,D-F+6
              -- Liquid Uppercut (weak): D-F+6,(D-F+5 or D-B+5)
                -- Liquid Uppercut (strong): D-F+6,(D-F+5 or D-B+5),(wait),D-F+6
                -- Liquid Uppercut (weak): D-F+6,D-cF+5
            Liquidize: D-F+4
              -- any special move except strong teleport uppercut (including
              -- Liquidize: D-cF+4
            1 - (2)                 2 - (3)                 3 - (2)
            4 - (3)                 5 - (2)                 6 - (3)
            cB,F+3          (1) --> 1,2
            cB,F+2          (1) --> 2,3
            cB,F+1          (1) --> 2,6
            D-F+5           (1) --> 4,6
    Linker: cF,B+2          (2) --> 1,2,6,end
            D-F+3           (4+air)
            D-F+6           (3+air)
            D-F+5           (3+end)
            DF-DB+1         (4+air)
    Ultimate: D-B+1 (liquidizes and slides under opponent, who then melts)
    Ultra: cB,F+3           (18+air)
    Air Juggle: D-F+6
    Danger Moves:
            B-F+2 (1/3-1/2) (freezes opponent with a pick of ice)
            B,B,B+6 (0-1) (liquidizes and slides under opponent, who then melts)
    Humiliation: F,F,B+4
    Combo Breaker: B,F+P
    Recovery Move: D-F+K
    Air Combo: F,B+K
    Stuff: Used to have F-B+5 fatality in Arcade.  It may still be here.
            cB,F+3,D+6,ending does ending AFTER opponent falls down.
            cB,F+3,D+6,D-F+3 may start opponent sliding backwards by himself!
            Max. Normal: cB,F+2|cB,2,cF+2,2,B+2,2,h3,D-F+r3,...juggle (17/19 hit)
            Max. Ultra: (in air) cF,1,4,DF+4,cB+2,2,DB+4,F+3,...juggle 
                        (30/32 hit)
            cB,3,F+3,3 (3 hit)
            D-cF+5,4,B+2,D-5+F (10 hit)
            cB,F+2,6,D-F+2 (3-hit)
            cB,F+1,D+5-F+3,...juggle (7/9 hit)
            cB,3+cF,B+2,DF-DB+1,...juggle (9/11 hit)
            Slow-Motion: cB,3+F,6,D-F+3,...juggle (8/10 hit)
            Slow-Motion: cB,cF+3,3,B+2,D-3+F,...juggle (10/12 hit)
            Slow-Motion: cB,3,F+3h,2,D-F+3,...juggle (10/12 hit)
      9g) Jago
      |     Name: Jago                      Height: 5'6"                |
      |     Weight: 190 lbs.                Age: 21                     |
      A Tibetan warrior monk who calls upon the power of the tiger to discover
    his destiny.  Overseen by the Tiger spirit, Jago must enter the contest and
    destroy the evil within.
    Special Moves:
            Endokuken: D-F+P (projectile)
              -- Wind Kick: D-F+1,DF-DB+6
            Turbo Endokuken: h2,D-F+r2 (projectile)
            Magic Endokuken: h1,D-F+r1 (special projectile)
              -- Wind Kick: h1,D-F+r1,DF-DB+6
            Wind Kick: DF-DB+K or DB-DF+4 (goes through normal projectiles)
              -- Stop: DF-DB+6,cB,F+6
                -- More Wind Kicks: DF-DB+6,cB,F+6,B,F+6,B,F+6
            Turbo Wind Kick: h6,DF-DB+r6 (goes through normal projectiles)
            Laser Sword: DF-DB+3
            Tiger Fury: F-D-DF+P (goes through all projectiles)
            Long Tiger Fury: cF,D-DF+3 (goes through all projectiles)
            1 - (2)                 2 - (2)               D+3 - (2)
            4 - (2)                 5 - (3)                 6 - (3)
            DF-DB+5         (1) --> 3,4
            DF-DB+6         (1) --> 4,5
            DF-DB+3         (1) --> 1,3
    Linker: DF-DB+3         (2) --> 4,5,6,end
            F-D-DF+2        (3+air)
            F-D-DF+3        (3+end or 4+end)
            F-D-DF+1        (2+air)
            D-F+1           (3+end)
            DF-DB+5         (3+end)
    Ultimate: B-F+3 (takes out sword and hits three times; last time in crotch)
    Ultra: DF-DB+4          (18+end)
    Air Juggle: h2,D-F+r2 (can be done after autosecond ends)
    Danger Moves:
            B,F,F+1 (0-1/3) (takes out sword and hits three times; last time in
            B,B,F,F+2 (1/2-1) (meditates and eyes glow; car falls on opponent)
    Humiliation: F-B+5
    Combo Breaker: F-D-DF+P
    Recovery Move: F-D-DF+P (goes through normal projectiles)
    Air Combo: DF-DB+K
    Stuff: DF-DB+3,D+6,F-D-DF+2 does a missed combo ending.
            Max. Normal: D-F+1,DF-DB+6,cB,F+6h,5,DF-DB+r6,5,DF-DB+3h,5,F-D-DF+r3,
                         juggle (19/20 hit) (Slow Motion!)
            Max. Ultra: D-F+1,DF-DB+6,cB,F+6,5,DF-DB+3,5,F+1-DB+4 (30 hit)
                    (these two combos must be started from far away)
            D+3,DF-DB+3,D+3,DF-DB+3,D+3,...juggle (7/9 hit)
            DF-DB+6,cB,F+6,DF-DB+5 (5 hit)
            DF-DB+6,cB,F+6,2,2,F-D-DF+1,...juggle (7/9 hit)
            F-6+DB,2h,F-D-DF+r2,...juggle (8/10 hit)
            (in air) 5,3,F-D-DF+3 (5 hit)
            (in air) 2,3,F-D-1+DF,juggle (5/7 hit)
            DF-DB+3,1,D+3,DF-DB+3,3h,F-D-DF+r3 (10 hit)
            DF+5-DB+5h,DF-DB+r5 (5 hit)
            h6,DF-DB+r6,5h,DF-DB+r5 (7 hit)
            (in air) 6,DF-5+DB (5 hit)
            3,DF-DB+3,1,DF-DB+3,D+2h,juggle (8/10 hit)
            DF,DB+6,cB,F+6,2,2,DF-DB+3,2,juggle (8/10 hit)
            DF-DB+6,5,D+5,1,1 (7 hit)
            h6,DF-DB+r6,5,h6,DF-DB+r6,5,h6,DF-DB+r6,juggle (10/12 hit)
            Partially Missed Combo: 6,DF-DB+5,D+3,DF-DB+3,5h,DF-DB+r5,juggle 
                                    (12/14 hit)
            Slow-Motion: 6,DF-DB+5,D+3,DF-DB+3h,5,F-D-DF+r3,juggle (14/16 hit)
      9h) Riptor
      |     Name: Riptor                    Height: 7'0"                |
      |     Weight: 700 lbs.                Age: 4                      |
      A product of Ultratech's DNA manipulation project.  By mixing human and
    reptilian genes, they hope to cross intelligence and ferocity in a lethal
    fighting machine.
    Special Moves:
            Claw Uppercut: DF-DB+1
            Tailflip: DF-DB+K (goes through all projectiles)
            Air Tailflip: DF-DB+6 (in air) (goes through all projectiles)
            Flaming Venom: D-B+P (projectile)
            Air Flaming Venom: D-B+P (in air) (projectile)
            Dragon Breath: DF-DB+3
            Jump Rake: cB,F+K (goes through normal projectiles)
              -- Air Flaming Venom: cB,F+6, D-B+P
              -- Air Tailflip: cB,F+6,DF-DB+6
            Reverse Jump Rake: cF,B+(4/5) (goes through normal projectiles)
            Rampage: cB,F+P
              -- Dragon Breath: cB,cF+(2/3),B+3
              -- Tailflip: cB,cF+(2/3),B+4
              -- Jump Rake: cB,cF+P,B+5
            1 - (3)                 2 - (2)                 3 - (3)
            4 - (3)                 5 - (3)                 6 - (2)
            cB,F+1          (1) --> 2,3
            cB,F+2          (1) --> 1,5
            cB,F+3          (1) --> 5,6
            cB,F+4 or cF,B+4
                            (2) --> 1/6
            cB,F+5 or cF,B+5
                            (2) --> 1,3
            DF-DB+4         (2) --> 5,6
            DF-DB+5         (2) --> 3,4,6
            DF-DB+6 or (in air) DF-DB+6
                            (2) --> 1,2
            DF-DB+3         (1) --> 2,4
    Linker: cF,B+4 or cF,B+4         
                            (2) --> 1,5,6,end
            DF-DB+5         (3+end)
            D-B+3           (4+air)
            DF-DB+1         (4+air)
            cB,F+6          (3+air)
    Ultimate: B-F+1 (jumps on enemy and screen black out.  When it fades in
                     again, a very fat Riptor burps and farts)
    Ultra: cB,F+4           (18+air)
    Air Juggle: D-B+1 (can be done after autosecond ends)
    Danger Moves:
            B-F+2 (0-5/6) (jumps on enemy and screen blacks out.  When it fades
                           in again, a very fat Riptor burps and farts)
            B,B+5 (1/4-5/6) (spits acid and melts opponent to ash)
            F,F,B+6 (1/2) (stabs opponent with tail)
    Humiliation: D,F,F+3
    Combo Breaker: B,F+K
    Recovery Move: B,F+K
    Air Combo: F,B+K
            Max. Normal: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,4,DF-DB+1,...juggle
                         (18/20 hit)
            Max. Ultra: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,4+F,...juggle (32/34 hit)
            cB,F+5,DF-DB+6,2,DF-DB+4,juggle (9/11 hit)
            DF-DB+3,4,DF-DB+3,DF-DB+6,juggle (8/10 hit)
            (in air) cB,3,3+F,juggle (4/6 hit)
            (in air) 6,3,D-B+3 (3 hit)
            cB,F+5,cB+3,F+4,DF-DB+4,6,juggle (12/14 hit)
            cB,2+cF,1,B+4,4,D-B+3,juggle (13/15 hit)
            cB,F+1,2,DF-DB+3,1,juggle (6/8 hit)
            cF-3+DB-B+5,juggle (5/7 hit)
            DF+3-cDB+4,F+4,DF-DB+1,...juggle (10/12 hit)
            h5,cB,cF+3,B+3,2,DF-DB+r5 (7 hit)
            (in air) DF-DB+6,cB+1,cF+2,B+3,juggle (8/10 hit)
            cB,F+3,cB+6,cF+2,B+4,juggle (7/9 hit)
            cB,cF+3,6,B+5,D-B+3 (6 hit)
            (in air) cB,6,DB+2,F+5,D-B+3 (5 hit)
            Missed Ultra: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,1+F+4 (15 hit)
      9i) Sabrewulf
      |     Name: Sabrewulf                 Height: 5'11"               |
      |     Weight: 400 lbs.                Age: 45                     |
      Afflicted with the disease Lycanthropy.  Spending most of his life as a
    recluse, Sabrewulf enters the tournament on the promise of a cure if
    Special Moves:
            Sabrespin: cB,F+P
            Reverse Sabrespin: cF,B+2
            Flaming Bat: D-B+P (projectile)
            Howl: DF-DB+6 (powers you up)
            Sabreroll: cB,F+4 (goes through all projectiles)
            Sabreslap: cB,F+5 (strong) or c3B,F+5 (weak)
              -- Sabreroll: (cB or c3B),F+5,F,B+4
              -- Sabrepounce: (cB or c3B),F+5,F,B+6 (not an Opener)
              -- Slap: (cB or c3B),F+5,F,B+5
                -- Sabreroll: (cB or c3B),F+5,F,B+5,F,B+4
                -- Sabrepounce: (cB or c3B),F+5,F,B+5,F,B+6 (not an Opener)
                -- more Sabreslaps: (cB or c3B),F+5,F,B+5,F,B+5,F,B+5,etc.
            Sabrepounce: cB,F+6 (goes through special projectiles only)
            1 - (3)                 2 - (3)                 3 - (3)
            4 - (2)                 5 - (2)                 6 - (3)
            cB,F+1          (2/4) --> 3,5,end (cB,F+1 only, if not powered up)
            cB,F+2          (2/4) --> 2,6,end (cB,F+1 only, if not powered up)
            cB,F+3          (2/4) --> 1,6,end (only if powered up)
            cB,F+4          (2/4) --> 2,3,end/linker (cB,F+1 only, if not powered 
            cB,F+5          (1) --> 1,3
            cB,F+6          (1) --> 1,2
            cF,B+2          (2) --> 2,6
    Linker: cF,B+2          (2) --> 1,2,6,end
            cB,F+2          (2) --> 1,2,6,end
            cB,F+1          (3+air)
            cB,F+4          (4+end)
            cB,F+5          (4+air)
            cB,F+6          (3+air)
    Ultimate: D-F+3 (stabs his opponent with elongated claw)
    Ultra: cF,B+4 (18+air)
    Air Juggle: cB,F+6 (can be done after autosecond endings)
    Danger Moves:
            B,B,F+2 (1/3-1/2) (knocks opponent up onto screen)
            B,B,5 (0-1/6) (stabs his opponent with elongated claw)
    Humiliation: F,F,F+1
    Combo Breaker: B,F+K
    Recovery Move: B,F+K
    Air Combo: F,B+K
    Stuff: Loses power-up status the instant after its successful use in
            Max. Normal: (in air) cF,1,4|cB+2,6,cF+2,6,B+2,cDB,1,F+5,...juggle
                         (18/20 hit)
            Max. Ultra: (in air) cF,1,4|cB+2,6,cF+2,6,B+2,cDF,1,B+4,...juggle
                        (32/34 hit)
            (in air) cF,6,2,cB+2,3,juggle (8/10 hit)
            (in air) cF,3,6,cB+2,juggle (5/7 hit)
            c3B,cF+5,cB+5,3,F+2,cB+6,F+6,...juggle (14 hit) (can't be powered up)
            c3B,cF+5,cB+5,3,F+2,cB+6,juggle (13 hit) (must be powered up)
            cB,cF+6,5,3,cB+2,F+1,...juggle (11 hit) (can't be powered up)
            h4,cB,2+F,cB+1,F+r4 (8/10 hit)
            (in air) cDB,6,6,F+3,juggle (5/7 hit)
            (in air) cB,6,5+F,juggle (4/6 hit)
            cDB,6,F+3,cB+5h,3,F+r5,juggle (11/13 hit)
            UF+2,5,UB+2,5,UF+2,5,juggle (7/9 hit)
            (in air) 5,UF+2,5,cUB+2,5,F+4 (9 hit)
                    (These last two combos are done entirely in the air, except 
                     for the ending or juggle!  Start close to the opponent)
      9j) Spinal
      |     Name: Spinal                    Height: 5'5"                |
      |     Weight: 110 lbs.                Age: 2650                   |
      An unprecedented discovery in cell regeneration.  Ultratech has recreated
    an ancient warrior from the past.  Having no memory and lacking in purpose,
    he fights regardless.
    Special Moves:
            Skeleport: D,D+A (P to go in front, K to go behind)
              -- Searing Skull, Super Searing Skull, Bone Shaker, Soul Sword,
                 Weak Sliding Kick
              -- Skeleport behind: D,D+A,D,D+1
            Air Skeleport: h1,D,D+r1 (in front) or h4,D,D+r4 (in behind) (in air)
              -- Searing Skull, Super Searing Skull, Bone Shaker, Soul Sword, 
                 Weak Sliding Kick
            Power Devour: B+1h (absorbs special moves as Skulls)
            Searing Skull: D-F+P (with at least 1 Skull) (projectile)
                                 (takes up 1 Skull)
            Super Searing Skull: B-F+P (with at least 3 Skulls) (projectile)
                                 (takes up 2 Skulls)
            Soul Sword: cB,F+2 (2 swings with at least 1 Skull)
            Reverse Soul Sword: cF,B+2
            Bone Shaker: F,F+P
              -- Soul Sword: F,cF+(2/3),B+2
            Sliding Kick: D+6 (goes through normal projectiles)
            Weak Sliding Kick: DB-DF+6 (goes through normal projectiles)
            1 - (3)                 2 - (3)                 3 - (3)
            4 - (2)                 5 - (2)                 6 - (2)
            F,F+1           (1) --> 3
            F,F+2           (1) --> 5
            F,F+3           (1) --> 2,6
            DB-DF+6         (1) --> 1,3
            cF,B+1 or cB,F+2
                            (1/2) --> 3,4,end (only if hit twice)
    Linker: cF,B+2          (2) --> 3,4,5,end
            F,F+1           (3+end)
            F,F+2           (3+end)
            F,F+3           (4+end)
            D,D+A           (various endings for each opponent.  See 7i)
    Ultimate: DF-DB+1 (calls lightning, which burns opponent to ash)
    Ultra: D-F+3            (18+end) (if in corner, can be juggled ONCE)
    Air Juggle: D-F+1 (usually fires 2 at a time) (repeat for up to 6 juggles if
                       you have 5 Skulls) (may be done after autosecond ends)
    Danger Moves:
            B,B,B+5 (0-7/8) (calls lightning, which burns opponent to ash)
            B,B,F+4 (0-1/4) (strikes opponent, then stabs opponent with shield
                             spike 3 times)
    Humiliation: B-F+6
    Combo Breaker: F,F+P
    Recovery Move: D,D+A
    Air Combo: F,B+K
    Stuff: Spinal powers up by getting Skulls, shown just below life bar.
           If you try absorbing more special moves when you have 5 Skulls, you'll
           take damage and it'll go down to 1 Skull.
           Combo Breaker gives 3 Skulls.
            Max. Normal: F,cF+2,2|B+2,cF+3,B+2,cF+3,B+2,3,D,D+x,...juggle
                            (up to 18/24 hit)
            Max. Ultra: F,cF+2,2|B+2,cF+3,B+2,cF+3,B+2,3,D-F+3,juggle (32/33 hit)
            DB-DF+6,1,DB-DF+6,juggle (5/11 hit)
            2,F,F+2,DB-DF+6,3,juggle (6/12 hit)
            (in air) 3,2,DB-DF+6,juggle (3/9 hit)
            D+3,F,F+3,F,F+3 (6 hit)
            (in air) cF,1,5,B+2,cF+6,B+2h,D,D+r2 (10-11/10-17 hit)
            F,F+2, 2, F,F+2 (6 hit)
            F,cF+3,cDF+2,B+2,4,D,D+1 (9-10/9-16 hit)
            (in air) 2,4,F,F+1 (5 hit)
            (in air) 1,1,F,F+1 (5 hit)
            F,2+F,6,DB-DF+6,juggle (4/10 hit)
            F,F+1,1,F,F+1 (5 hit)
            Slow-Motion: h1,cB,cF+2,3,cB+2,3,cF+2,3,F,F+r1 (15 hit)
      9k) T.J. Combo
      |     Name: T.J.Combo                 Height: 6'1"                |
      |     Weight: 220 lbs.                Age: 25                     |
      The undisputed heavyweight champion for 5 years.  He was stripped of his
    title when found to be using cybernetically enhanced arms.  Now broke, he
    enters the contest for the love of money.
    Special Moves:
            Powerline: cB,F+3 (strong) or c3B,F+3 (weak)
              -- Rollercoaster: (cB or c3B),cF+3,B+2
              -- Turn Around Punch: (cB or c3B),cF+3,B+1
              -- Flying Knee: (cB or c3B),cF+3,B+6
              -- Stop: (cB or c3B),cF+3,B+3
            Rollercoaster: cB,F+2 (1 roll) or c3B,F+2 (2 rolls) 
                           (goes through normal projectiles)
              -- Knee K.O.: (cB or c3B),cF+2,B+5
            Flying Knee: cB,F+6 (goes through special projectiles only)
            Fast Flying Knee: cB,F+4
            Knee K.O.: cB,F+5
            Turn Around Punch: cF,B+1
            Cyclone: h3, r3, 3
            1 - (3)                 2 - (2)                 3 - (2)
            4 - (2)                 5 - (3)                 6 - (3)
            c3B,F+3         (1) --> 4,5
            cB,F+2          (2) --> 4,6,end (except cB,F+3),linker
            c3B,F+2         (3) --> 4,6,end (except cB,F+2),linker
            cB,F+4          (1) --> 1,2,5
            cB,F+6          (1) --> 1,2,5
            cF,B+1          (2) --> 4,5
            cB,F+1          (1) --> 1,2
    Linker: cF,B+1          (2) --> 1,5,6,end
            cB,F+1          (4+air)
            cB,F+2          (3+air)
            c3B,F+2         (4+end)
            cB,F+3          (4+end)
            cB,F+6          (3+air)
    Ultimate: D-B+5 (hits opponent twice then knocks 'em up onto screen)
    Ultra: cF,B+3           (18+air)
    Air Juggle: cB,F+3 (can be done after autosecond ends)
    Danger Moves:
            B,F,F+2 (0) (punches opponent in stomach then breaks their neck)
            D-F+6 (0-1/4) (hits opponent twice then knocks 'em up onto screen)
    Humiliation: D,D+1
    Combo Breaker: B,F+K
    Recovery Move: B,F+K
    Air Combo: F,B+K
            Max. Normal: c3B,cF+2,B+1,cF+5,B+1,cF+5,cB+1,5,F+6,...juggle
                         (22/24 hit) (Slow Motion!)
            Max. Ultra: c3B,cF+2,B+1,cF+5,B+1,cF+5,B+1,cF+h3,5,B+r3,...juggle
                         (37/39 hit) (Air Ultra!)
            c3B,F+3,cDB,5+F,...juggle (4/6 hit)
            c3B,F+3,cDB,3+F (3 hit)
            cF,B+1,cF+4,B+1,cF+6,cB+1,5,juggle (15/17 hit)
            c3B,F+3,cDF+5,B+1,D+3,...juggle (6/8 hit)
            cF,2+cB,1,F+3 (7 hit)
            h3,c3B,2+cF,4,r3,3 (7 hit)
            c3b,F+2,cB+1,cF+4,5,cB+1,6,F+3 (16 hit)
            h3, (in air) 1,4,r3,3 (4 hit)
            cB,F+4,cB+2,2+F (7 hit)
            cB,F+4,cB+h2,F+r2,...juggle (7/9 hit)
            cB,6+F,cB+5,F+3 (9 hit)
            c3B,cF+2,cB+1,cF+4,2,cB+1,5,juggle (14/16 hit)
            c3B,cF+2,B+1,cF+5,B+1,cF+5,cB+1,F+1,...juggle (20/22 hit)
            Slow-Motion: c3DB,3+F,6+cB,F+6,...juggle (7/9 hit)
    10. Endings
      10a) Difficulty Setting Endings
            After you win the game at each difficulty setting you'll get a
    different winning sequence.  Some of them have the character's ending that
    you're using; some of them also have the credits.  All of them have text.
    So here are the 6 different difficulty level endings:
    Difficulty Level 1:
            You have successfully conquered the training level.  There is more to
    be seen, and more to be done.  Return to the option screen and change the
    difficulty setting to **
            Better hurry, a new foe is waiting for your pitiful challenge!
    Difficulty Level 2:
            Congratulations, you have defeated Ultratech's low end, garbage,
    obsolete, floor model, weak, on the verge of extinction, barely mobile, only
    can do a 5 hit combo, pathetic, yesterday's news end boss.
            I hope you're happy with yourself!
            Maybe you should up the stakes for a real challenge.
    Difficulty Level 3:
            Excellent job, you have proven yourself as a true KI player.
    Ultratech has been defeated, and all is well with the world.
            Right?  Wrong of course!?!  You don't know anything about your
            What really happens in the end?
            If you are good enough, these questions will be answered.
            Same Super NES,
                    same Super NES game,
                            different difficulty level.
    Difficulty Level 4:
            Congratulations, you have earned it!
            You can play through again with a different character to see what
    happens to them, or you can prove your skills on a higher level.
            You're not afraid to get hurt, are you?
    Difficulty Level 5:
            You have finally proven your skills as a true KI master, but you have
    yet to earn your reward.  Your reward will be a secret surprise that will
    only be given to the best, the elite, the ultimate KI fighter.
            You know what to do, put the hurt on the next difficulty level.
            Do you have what it takes, or are you not worthy?
    Difficulty Level 6:
            You are victorious!  You've done it all and are ready to battle the
    best KI players.  You beat Eyedol with one hand behind your back, and you
    crushed everyone else.  You can't get any better, you are now the Sensei.
    The only thing left is to give to the less fortunate and teach your skills to
    the pathetic, wimpy, clueless KI beginners.  You will go down in the record
    books, become a hero, a legend, be envied by all, people will fear you,
    people will love you, people will want to be like you, you will reign as the
    true KI champion forever!
            Or at least until...
                    Killer Instinct II
                              Well done, you are indeed a
                                     true warrior!
                            You are now allowed to possess
                                   Killer Instinct's
                                 most valuable secret!
            To become Eyedol:
            Choose Cinder, hold > & press WP,WK,FP,MK,MP,FK at vs page.
      10b) Character Endings
            For each character, if you win the game at difficulty setting 4 or
    higher, you will get a short cinema scene and some text.  Here is the text
    for winning with each character: (NOTE: if you'd like to see all of the
    endings yourself, don't read on...)
            "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 gave him that club for his
            "Somehow.......... we don't think so."
            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.
            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.
            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...?
            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.
            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.
            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
            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.
            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.
            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.
    T.J. COMBO:
            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
    11. Game Genie Codes
            These were taken from several sources; credit is given at the end of
    this FAQ to most of the people who created these.
    *Master Code*
    3C61-D4DF - This must be entered for ANY codes to work on KI
    *Miscellaneous/In Works*
    9987-CD61 - Nintendo & Rareware logos don't zoom in at intro
    F287-C701 - Nintendo logo never zooms out in intro
    EE87-C4D1 - Nintendo logo zoom-in replaced by neat twinkle effect
    0087-C4D1 - Twinkle at start that you can never leave
    5B2B-37D2 - Many graphics/sound/fight glitches; eventual blackout
    5BE4-CDD2 - Gets weird when selecting character; some game freezes
    E1E0-34AF - Character Selecting bars don't move (except with Random Select)
    6D64-44D5 - Play as Eyedol without the code (even in Practice Mode!)
    3E64-34AF - No score shown during fight
    5BE2-3DD2 - Combo hits and points replaced with garbage
    1B6E-37D7 - Really screwed up life meters, hard to read
    EEC1-34AF - Player 1 takes both player's damage.  Some weird combos and hits
    ACB6-44D7 - Player 1 stuck on left of screen - Player 2 can't combo him
    D082-CDA7 - Player 2 Orchid usually wins if her life meter runs out!
    D033-17AF - Player 2 invisible - minor glitches
    3633-17AF - Player 2 and projectiles invisible - less glitches
    *Basic Moves & Hits*
    33B6-1F6F - Running moves keep running until certain buttons are pushed (like
                Spinal's F,F+3 or Combo's cB,F+3)
    53C8-37AF - Dizzies MUCH easier to do; can even happen on one hit
    D08C-1D6F - Opponent becomes temporarily invisible whenever hit
    D08C-1F0F - Opponent invisible or frozen while hit - some Danger Moves are
                changed slightly
    64B6-CFAF - Turn on GG after hit is scored for infinite points.  Game may
                glitch.  If no hit made, can dizzy both players
    AC2D-44D7 - No projectiles
    2B27-44D7 - Invisible projectiles
    D027-37D7 - Neat effects when projectiles collide
    4583-1F67 - Projectiles do weird stuff - some freeze game
    45C0-37D7 - Super-fast projectiles, players repel each other or slide on
                their own, some blood stays on screen, extra hit bursts on left
    64B1-17AF - Jump higher and slower
    B5B0-17AF - All jumps are straight up
    DDB1-1F6F - Forward & backward jumps bounce, upward jump very high
    DDB1-170F - Jump forward low, jump up VERY high (be prepared to wait a while)
    EEB1-1F0F - No jumps (jumps do weird things depending on character)
    DDB1-140F - No jumps - everyone bounces instead
    64B1-1FAF - Up teleports to right side of screen, then characters can walk
                through each other
    D08C-17A4 - Combos may be extended forever, with some difficulty
    EDC5-370F - Combos may be extended forever, slightly easier
    D08C-146F - Combos do more damage, are not announced, and can go forever.
                Linkers and endings don't work
    D08C-17AF - Autoseconds no longer work - must link combos with normal hits
    D08C-170F - Combos don't work
    53BF-37AF - Combos can sometimes be blocked while in progress
    D08C-1FAF - Combos often don't count as combos, though they work properly
    D08C-176F - NO combos count, though autoseconds work properly.  Everything
                can be blocked
    *Danger Moves*
    64B6-4FAF - Opponent freezes when life meter lost.  This can give infinite
                time to do Danger Moves or Humiliations.  Makes some of them
                weird (opponent always falls down), and gives Ultimate if the
                opponent was finished off with a combo!
    D0A3-1F0F - Humiliations last less time
    536F-4DA7 - Humiliations & Danger Moves are high-scoring 1-hit Ultimates
    ACBE-44D7 - No knocking enemy off rooftop, even on sky stage
    EEB0-1D07 - Screen left-scrolls after opponent knocked off rooftop
    EEB0-1F07 - Opponent doesn't rise into air when knocked off rooftop with a
                combo ending or other lifting move
    EEB0-1DA7 - May be pushed to right after knocking opponent off rooftop
    EEB0-1FD7 - Opponents may be knocked off rooftop in strange ways
    53C9-C4AF - CPU inflicts incredible damage on some hits, low on others
    C265-1467 - Never rise above bottom rung of 1P ladder; use with codes below
                to ALWAYS fight a certain CPU character
    64E6-47D2 - Bottom rung of 1P ladder is Black Orchid
    6BE6-47D2 - Bottom rung of 1P ladder is Chief Thunder
    6DE6-47D2 - Bottom rung of 1P ladder is Cinder
    CBE8-4FA2 - Bottom rung of 1P ladder is Eyedol
    CBE8-4D62 - Bottom rung of 1P ladder is Fulgore
    6FE6-47D2 - Bottom rung of 1P ladder is Glacius
    60E6-47D2 - Bottom rung of 1P ladder is Jago
    ????-???? - Bottom rung of 1P ladder is Riptor (does anyone know this one?)
    CBE6-4702 - Bottom rung of 1P ladder is Sabrewulf
    CBEC-4702 - Bottom rung of 1P ladder is Spinal
    6EE6-47D2 - Bottom rung of 1P ladder is T.J. Combo
    C3E8-47D2 - Win after 5 victories (fight ladder screwed up)
    C2E8-47D2 - Win after 4 victories (fight ladder screwed up)
    CAE8-47D2 - Win after 3 victories (fight ladder screwed up)
    C8E8-47D2 - Win after 2 victories (fight ladder screwed up)
    CCE8-47D2 - Win after 1 victories (fight ladder screwed up)
    CB64-4D61 - Pick a character in Practice mode, go to 1P mode, and watch their
    12. Killer Cuts
            The first 2 million cartridges purchased came with a CD containing
    music from the game, called Killer Cuts.  The music includes words, noises,
    and a few other interesting things not found in the game.  Here is a run-
    down on the tracks on the CD:
            1. Orchid's stage
            2. "Humiliation" music remix
            3. Glacius's stage
            4. Chief Thunder's stage
            5. New song?
            6. Jago's stage
            7. Fulgore's stage
            8. Killer Instinct theme
            9. T.J. Combo's stage
            10. Street stage
            11. Cinder's stage
            12. Sabrewulf's stage
            13. Spinal's stage
            14. Riptor's stage
            15. Ending music
            16-29. Empty tracks to hide #30
            30. Humiliation music (secret track!)
    13. Credits
            First of all, special thanks to Steven Gilbreath for his very
    complete Arcade KI FAQ, from which I got most of the special and Danger
    moves.  Also, thanks to Brian L. Smolik for his good (though somewhat
    inaccurate) Arcade KI FAQ, from which I got the idea of giving basic combo
    information under all of the characters.  Thank you to Charlie Grey for the
    idea of using some moves before a combo to "fake" the CPU into doing a
    linker at the start (from which I derived Fulgore's, Chief Thunder's,
    Riptor's, and Sabrewulf's longest Ultras.  He also gave me Spinal's longest).
    Thanks to Ricky Montoya for the listing of the Killer Cuts tracks.  Oh, and
    thanks to araya@aol.com for most of the given Slow-Motion combos and the
    Air Ultras to extend Combo's Ultra, and which I used to stretch Thunder's 
    Ultras even further.
            Here is a listing of some of those I owe credit to, with no
    particular order (or is there?  Mwa ha ha...):
    Address                                 Name
    akuma@ripco.com.........................Pete Hahn
    ycjy54c@prodigy.com.....................Charlie Grey
    bg468@freenet.carleton.ca...............Paul Belair
    d.spayre@ix.netcom.com..................Mike Simbre
    doanish@aol.com.........................Daanish Syed
    rubyhead@aol.com........................RJ Mendoza
    ricardom@icsi.net.......................Ricky Montoya
    sgilbreath@cctr.umkc.edu................Steven Gilbreath
    floyd@ripco.com.........................Brian L. Smolik
    ypzk93a@prodigy.com.....................Mike Zaimont
    devon@netcom.com........................Devon Tuck
    mhirono@leland.stanford.edu.............Masatoshi Hirono
    mmuir@es.co.nz..........................Max Muir
    mfarmer@ix.netcom.com...................Michael Farmer
    klturner@ncat.edu.......................Kevin Turner
    cbroome@www.gnofn.org...................Chris Broome
    ........................................Cory Pinel
    ........................................Hugh Van Dyke
                   -GAME GENIE CODES-
    ocfernan@mailbox.syr.edu................Orlando C. Fernando
    cedrict@scott.net.......................Cedric Thomas
            If you're not on this list and feel that you should be, e-mail me.
    I hereby acknowledge all Trademarks.  I know, it's not very formal.  Like 
    Nintendo doesn't have better things to do than hunt me down and sue me.
    Copyright 1995 by Derek Kisman.
    This means YOU!!
    This FAQ is also available by FTP, courtesy of GamePro magazine's Andy Eddy.
    Just ftp to ftp.netcom.com and cd /pub/vi/vidgames/faqs.
    Please send all comments, criticism, new secrets & combos, and notification
    of any typos to:
    - Derek Kisman
      SnapDragon of Wyrm Demo group.

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