KI faq 2000 (ver 1.0) Compiled and Confirmed by Steven C. Gilbreath (sgilbreath@cctr.umkc.edu) This faq can be obtained by e-mailing the above address Enjoy, and respond if you see something wrong or if you have anything new to add. Steve (Morlo) Basic Moves Chief Thunder - ;phoenix roll d-f+(4,5,>6) - ;turbo phoenix hold 5,roll d-f+release 5 - <:tomahawk charge cb,f+(1,2,>3) - <~:rev tomahawk charge cf,b+2 - head uppercut roll d-b+(<1,>2) - >(:a)head uppercut roll f-b+3 - *2,3) or "f,f,(<1,<>2,3) - (:a)kick uppercut f-roll d-df+(>4,>5,>6) - cb,f+2 or >f,f,2,(cb,f+1 or f,f,1 - f-roll d-df+5),repeat '( )' Other - ~cf,b+1 Fulgore - ;fireball roll d-f+(1,>2,3) - ;2 fireballs b,b,roll d-f+1 - ;3 fireballs f,b,b,roll d-f+1 - 5,6) - (:a)claw uppercut f-roll d-df+(1,2,>3) - <~eye beam roll df-db+(4,5,6) - (:a)reflector roll d-b+(1,2,3) - teleport(front) b-roll d-db+(>1,2,3) - teleport(behind) b-roll d-db+(4,5,6) - air toggle b,b,roll d-f+1 or f,b,b,roll d-f+1 or [roll d-f+1] Transition Moves - claw charge - claw uppercut(1) - teleport - fireball - teleport - claw charge - teleport - claw uppercut - teleport - eye beam - teleport - reflector - teleport(1,2,4,5) - teleport(3,6) Highest Non-Ultra Combo [16 hits] - cb,3,f+6,6,roll df-db+6,b,6,f+5,air toggle (opponent must be crouching) Highest Ultra Combo [34 hits] - cb,3,f+6,6,roll df-db+6,6,f-roll d-df+1 - roll df-db+6 --- cb,f+5,air toggle (opponent must be crouching) Other - reflector captures Sabrewulf's bat fireball - >b-roll d-db+1 is not shadow > Glacius - ;fireball roll d-f+(1,2,>3) - spike uppercut roll df-db+1 - long jab repeat 1 - (:a)teleport uppercut roll d-f+(<>5,>6) - teleport roll d-f+4 - air toggle roll d-f+6 Transition Moves - teleport - fireball - teleport - shoulder charge - teleport - spike uppercut - teleport - teleport uppercut(5) - teleport - teleport - teleport uppercut(5) - teleport uppercut(6) - teleport uppercut(6) - teleport uppercut(5) - teleport uppercut(6) - teleport uppercut(5),hold f Double Transition Moves (can not do if jump,block,or press 1-6) - teleport uppercut(6) - teleport uppercut(5) --- teleport uppercut(6) Highest Non-Ultra Combo [17 hits] - cb,3,f+3,2,b+2,2,roll d-f+3,air toggle (opponent must be crouching) Highest Ultra Combo [35 hits] - cb,3,f+3,2,b+2,2,f+3 - cf,b+2 --- roll d-f+3,air toggle (opponent must be crouching) Other - ~cf,b+2 - vs Glacius on Cinder,Orchid,or Spinal Stage both players roll d-f+4 (0s) on the edge of the Stage - Glacius and Glacius will be stuck together Jago - ;fireball roll d-f+(>1,2,3) - (;1)yellow fireball hold 1,roll d-f+release 1 - >(:a)uppercut f-roll d-df+(1,2,3) - (:a)long uppercut cf,roll d-df+3 - <~flaming sword roll df-db+3 - <:flying kick roll df-db+(4,>5,6) - :flying kick roll b-d+4 - <:turbo flying kick hold 6,roll df-db+release 6 - air toggle hold 2,roll d-f+release 2 Transition Moves - fireball(1) - flying kick(6) - yellow fireball - flying kick(6) - flying kick(6) - cb,f+6 - turbo flying kick - cb,f+6 Double Transition Moves (can not do if jump,block,or press 1-6) - flying kick(6) - cb,f+6 --- b,f+6 - turbo flying kick - cb,f+6 --- b,f+6 Highest Non-Ultra Combo [18 hits] - roll d-f+1,roll df-db+6,b,f+6,5,roll df-db+3,5,1,f-roll d-df+2,air toggle Highest Ultra Combo [30 hits] - roll d-f+1,roll df-db+6,b,f+6,5,roll df-db+3,5,1,roll df-db+4 Other - >f-roll d-df+1 is not shadow > Orchid - ;laser disc roll d-f+(1,2,>3) - <(:a)cougar charge cb,f+(1,2,3) - 4,>5,6) - staff uppercut roll df-db+3 - air toggle roll d-f+1 Highest Non-Ultra Combo [32 hits] - cb,f+6(must hit only once),1,b+5,1,f+6,b,1,f+6,b,1,f+6,1,roll df-db+3,air toggle Highest Ultra Combo [48 hits] - cb,f+6(must hit only once),1,b+5,1,f+6,b,1,f+6,b,1,f+6,b,1, f+2,air toggle Other - ~cf,b+5 Riptor - ";fireball roll d-b+(1,2,>3) - 6) - <:rev leap charge cf,b+(~4,5) - claw slash repeat 1 (0s) - >slash uppercut roll df-db+1 - 5,"6) - air toggle roll d-b+1 Transition Moves - dashing charge - cf,b+(3,4,5) - leap charge(6) - *fireball - leap charge(6) - *spinning tail(6) Highest Non-Ultra Combo [19 hits] - cb,3,f+4,1,b+4,1,4,roll d-b+3,air toggle (opponent must be crouching) Highest Ultra Combo [33 hits] - cb,3,f+4,1,b+4,1,4,f+4,air toggle (opponent must be crouching) Other - on Cinder,Orchid,or Spinal Stage,roll d-b+1. Riptor and the opponent must be at opposite ends of the Stage. The opponent must have only a few millimeters of red energy left. Right before the fireball hits,cb,f+3 - Riptor will keep dashing Sabrewulf - ;bat fireball roll d-b+(1,2,3) - 1,2,3) - <~rev claw charge cf,b+2 - <>(:a)roll charge cb,f+4 - >dashing charge cb,f+5 - (:1)pounce charge cb,f+6 - howl roll df-db+6 - air toggle cb,f+6 Transition Moves - dashing charge - cf,b+(4,5,6) - weak dashing charge - cf,b+(4,5,6) Double Transition Moves (can not do if jump,block,or press 1-6) - dashing charge - cf,b+5 --- f,b+(4,5,6) - weak dashing charge - cf,b+5 --- f,b+(4,5,6) Highest Non-Ultra Combo [22 hits] - cb,3,f+4,b,2,f+2,b,6,1,f+5,cf,b+2,f+4 (opponent must be crouching) Highest Ultra Combo [36 hits] - cb,3,f+4,b,2,f+2,6,1,b+4 - cf,b+2,f+4 (opponent must be crouching) Other - howl will give a flashing line Spinal - [;flaming skull roll d-f+(1,2,3)] - [;2 flaming skulls hold 1,roll d-f+(2,3)+release 1 or hold 2,roll d-f+3+release 2] - [;fireball roll b-f+(1,2,3)] (3 or more skulls) - [;2 fireballs hold 1,roll b-f+(2,3)+release 1 or hold 2,roll b-f+3+release 2 (3 or more skulls) - 1,>2,>3) - absorbing shield hold b+1 - :slide d+6 - <:weak slide roll b-d+6 - >teleport(front) d,d+(1,2,3) - >teleport(behind) d,d+(4,5,6) - air teleport(front) *hold 1,d,d+release 1 - air teleport(behind) *hold 4,d,d+release 4 - air toggle (roll d-f+1),repeat '( )' Transition Moves - dashing shield(2,3) - cf,b+2 - teleport - flaming skull - teleport - fireball - teleport - dashing shield - teleport - weak slide - teleport - teleport(1) - air teleport - flaming skull - air teleport - fireball - air teleport - dashing shield - air teleport - weak slide Highest Non-Ultra Combo [21 hits] - cb,3,f+2,3,b+2,3,d,d+(1,2,3,4,5,6),air toggle(4x),hold 1,roll d-f+2+release 1 (opponent must be crouching) Highest Ultra Combo [29 hits] - cb,3,f+2,3,b+2,3,roll d-f+3 (opponent must be crouching) Other - >d,d+(1,2,3,4,5,6),u - vs Chief Thunder(>d,d+1,u) - Spinal will change into Chief Thunder. If you are hit or leave the ground,you will change back - vs Jago(>d,d+4,u) - Spinal will change into Jago. If you are hit or leave the ground,you will change back - if Spinal absorbs 6 basic moves,or if he absorbs one more basic move after skulls turn red he will explode and take damage - do absorbing shield,then only hold 1 - Spinal will not explode - absorbing shield will give a flashing line - >f,f,(1,2,3) are not shadow > T.J. Combo - <>backhand charge cb,f+1 - :roll charge cb,f+2 - <>:tpl roll charge c3b,f+2 - >dashing charge cb,f+3 - (:1)6) - punching bag repeat 1 (0s) - wind-up punch hold 3 for 3 sec,release - 3 - air toggle cb,f+3 Transition Moves - roll charge - cf,b+5 - dashing charge - cf,b+(1,2,3,6) - weak dashing charge - cf,b+(1,2,3,6) Highest Non-Ultra Combo [24 hits] - c3b,3,f+2,b+1,f,5,b+1,f,5,b+1,f+1,cf,b+1,f+6,air toggle (opponent must be crouching) Highest Ultra Combo [42 hits] - c3b,3,f+2,b+1,f,5,b+1,f,5,b+1,f,4,5,5,b+3 - cf,b+1,f+6,air toggle (opponent must be crouching) Other - on Cinder,Orchid,or Spinal Stage,cf,b+1,f,b+3 for Ultra Combo on the edge of the Stage. The opponent must have only a few millimeters of red energy left - T.J. Combo will do the Ultra Combo in midair Eyedol - (;1)fireball roll d-f+(1,2,3) - (;1)3 fireballs stomp - roll d-f+(1,2,3) - (:a)club uppercut b,f+3 - <(:a)forward club move uf or b,f+4 - (:a)vertical club move u or b,f+5 - (:a)backward club move ub or b,f+6 - air toggle b,f+1 Transition Moves - dashing move - f,b+(1,3) - stomp - b,f+1 - stomp - 2 80 Hit Combo - >b,f+3,(air toggle),repeat '( )' Other - club uppercut captures Sabrewulf's bat fireball - on Cinder,Orchid,or Spinal Stage,roll d-f+1. Eyedol and the opponent must be at opposite ends of the Stage. The opponent must have only a few millimeters of red energy left. Right before the fireball hits,b,f+1 - Eyedol will keep dashing Recover Moves - must do 1 sec after falling Chief Thunder - roll d-b+(1,2,3) Orchid - <(:a)cb,f+(4,5,6) Cinder - :f-roll d-df+(4,5,6) Riptor - cb,f+(4,5,6) Fulgore - :f-roll d-df+(1,2,3) Sabrewulf - cb,f+(4,5,6) Glacius - roll d-f+(4,5,6) Spinal - d,d+(1,2,3,4,5,6) Jago - :f-roll d-df+(1,2,3) T.J. Combo - cb,f+(4,5,6) 1,2,3,4,5,6 < - opponent must be on ground - *1,4 *3,5 *4,1 *6,2 Chief Thunder - *2,6 Orchid - *2,6 *5,3 Cinder - *3,5 *5,3 Riptor - *2,6 *5,3 Fulgore - *2,6 *5,3 Sabrewulf - *2,6 *5,3 Glacius - *2,6 *5,3 Spinal - *2,2 *2,6 *5,3 Jago - *2,6 T.J. Combo - *2,3 *2,6 *5,3 *5,6 Air Combos - opponent must be in air - must hit opponent Chief Thunder - *(1,4),roll d-b+3 Orchid - *(1,4),f,b+3 - *(2,5),roll d-b+1 - *(2,5),f,b+1 - *(3,6),roll d-b+2 - *(3,6),f,b+2 Cinder - *(1,4),f,b+3 Riptor - *(1,4),f,b+6 - *(2,5),f,b+1 - *(2,5),f,b+4 - *(3,6),f,b+2 - *(3,6),f,b+5 Fulgore - *(1,4),f-roll d-df+3 Sabrewulf - *(1,4),f,b+6 - *(2,5),f-roll d-df+1 - *(2,5),f,b+4 - *(3,6),f-roll d-df+2 - *(3,6),f,b+5 Glacius - *(1,4),f,b+6 Spinal - *(1,4),f,b+6 - *(2,5),f,b+4 - *(2,5),f,b+4 - *(3,6),f,b+5 - *(3,6),f,b+5 Jago - *(1,4),roll df-db+6 T.J. Combo - *(1,4),f,b+6 - *(2,5),roll df-db+4 - *(2,5),f,b+4 - *(3,6),roll df-db+5 - *(3,6),f,b+5 Combo Breakers - can do after every hit of combo except for last - (1,4) after (2,5) hit - (2,5) after (3,6) hit - (3,6) after (1,4) hit Chief Thunder - roll d-b+(1,2,3) Riptor - b,f+(4,5,6) Cinder - f-roll d-df+(4,5,6) Sabrewulf - b,f+(4,5,6) Fulgore - f-roll d-df+(1,2,3) Spinal - f,f,(1,2,3) Glacius - roll d-f+(1,2,3) T.J. Combo - b,f+(4,5,6) Jago - f-roll d-df+(1,2,3) Eyedol - b,f+(1,2,3) Orchid - b,f+(4,5,6) No Mercy - opponent must have no bar and stunned Chief Thunder - roll d-f+3 (2s-3s) Orchid - b,f,f,1 (0s-1s) - ___,5 - d,f,b+4,6 (0s-1s) - roll d-b+6 (0s-1s) - ___,6 Cinder - ___,1 Riptor - roll d-f+2 (0s-4s) - b,b,b,2 (0s-3s) - b,b,b,5 (0s-4s) - roll d-f+4 (1s-2s) - f,f,b,6 (2s) Fulgore - roll d-b+3 (2s) Sabrewulf - b,b,f,2 (2s) - ___,4 - b,b,5 (0s-1s) - roll d-f+6 (1s-4s) - ___,6 Glacius - roll d-f+2 (2s) Spinal - ___,2 - roll d-b+5 (2s) - b,b,f,4 (0s-1s) - b,b,b,6 (0s-4s) - b,b,b,5 (0s-4s) Jago - b,f,f,1 (0s-1s) T.J. Combo - b,f,f,2 (0s-1s) - b,b,f,f,2 (1s-4s) - ___,4 - ___,6 - roll d-f+6 (0s-1s) Humiliations - must have green bar - opponent must have no bar and stunned - 0s-4s Chief Thunder - d,d,f+4 Orchid - roll d-f+3 Cinder - b,b,b,6 Riptor - d,d,f,f+3 Fulgore - roll d-f+5 Sabrewulf - f,f,f,1 Glacius - f,f,b,4 Spinal - roll d-f+6 Jago - roll d-b+5 T.J. Combo - d,d,d,1 Shadow Moves shadow > - [hold (>)+release] Chief Thunder - [* - only after 2 hits cf - can be cdf b+2 - opponent must be crouching (0s-1s) c3b - can be c3db - hold (>)+release ~ - only after 2 hits last breath - (b,f+1-6),repeat '( )' (must have no bar and stunned) Key 1 2 3 " - can also do in air 4 5 6 ^ - only in combo c - charge(1 sec) < - combo starter c3 - charge(3 sec) ~ - combo extender b - back > - combo finisher f - forward ; - projectile u - up : - anti-projectile d - down ;1 - projectile 1 dbl - double :1 - anti-projectile 1 tpl - triple :a - anti-projectile and anti-projectile 1 rev - reverse [ ] - with flashing line sec - second 0s - touching opponent vs - versus 1s - 1 step away --- - wait 2s - 2 steps away + - and 3s - 3 steps away / - or 4s - 4 steps away * - must do in air 4x - 4 times Killer Instinct ver. 1.5