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Killer Instinct

FAQ written by Dr Daytona


Alternative FAQ v2.5
Dr Daytona@aol.com
Copyright (C) 1994/1995 by Miles Hardison

January 6th, 1995
    Written and Compiled by Miles Hardison



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

1) Contents
2) General Info
3) Key to Moves
4) Individual Moves
5) Key to Combos
6) Individual Combos
7) Tricks
8) Glitches
9) Credits

##########################################################################
#############################  General Info  #############################
##########################################################################
Regular Moves:
Basic punches and kicks.  They are quick but don't cause much damage.

Special Moves:
Unique moves which can be performed at any time during the fight.  They
cause more damage than regular moves, but require specific joystick and
button combinations.

Transition Moves:
Special moves which start then immediately switch to another special move
in the middle.  Transition moves are useful for confusing opponents.

Basic Combos:
Combos are several moves strung together which are unblockable after the
first hit.  After you perform a combo, the announcer will yell out what
type of combo it was.  The names of the combos (with the number of hits)
are as follows; Triple(3), Super(4), Hyper(5), Brutal(6), Master(7),
Awesome(8), Blaster(9), Monster(10), King(11), Killer(12+).

Ultra Combo:
A special type of combo which can only be activated by a certain joystick
and button combination after you have strung together at least 2 hits.
Hit the opponent twenty times.  Can only be performed when the opponent's
energy bar is flashing red.

Ultimate Combo:
A special type of combo which can only be activated by a certain joystick
and button combination after you have strung together at least 2 hits.
The combo ends with a No Mercy move.  Can only be performed when the
opponent's energy bar is flashing red.

Combo Breaker:
Special moves which are used to stop combos.  They must be performed
between hits in a combo.  After you do a combo breaker, the line on your
energy bar will start flashing.  You do not need to charge Combo Breaker
moves.  When using combo breakers, specific buttons must be used to break
other buttons.  1/4 breaks 2/5, 2/5 breaks 3/6, and 3/6 breaks 1/4.

Retaliation Moves:
Special moves which can only be performed while you are getting up after
falling.  These moves often catch the opponent offguard and can be used to
defend against any unblockable moves opponents may use while you are
getting up.

Flashing Line:
When the line on your energy bar is flashing, your character has special
abilities.  Doing a combo breaker is one way to cause the line to start
flashing.  Some characters need only to perform certain special moves to
activate the flashing energy bar line.  Sabrewulf's energy howl will make
the line start flashing.  Also, when Spinal absorbs a special move with
his absorb shield, it will cause the line on the energy bar to start
flashing.  The flashing energy bar line is at the tip of your energy bar.

Air Juggle:
After you perform a combo that knocks the opponent high into the air, you
can hit them as they are falling with an air juggle move.  Only certain
special moves have the ability to juggle opponents, all other moves go
through them.  Air juggle moves don't take off much energy but they add
one extra hit to the combo.

Double and Triple Juggle:
Some characters do multiple air juggle moves when their energy bar line is
flashing.  These multiple juggle moves will hit two or three times
depending on which character it is.

Shadow Moves:
When the line on your energy bar is flashing, you can perform special
moves which you could not normally perform.  These special moves are the
same as their counterparts except they either go faster, cause more
damage, or both.  Some shadow moves can only be performed in combos.  If
you perform shadow moves too many times, the line on your energy bar will
stop flashing

No Mercy:
After defeating your opponent for the second time in a fight, you have the
chance to perform a No Mercy.  A No Mercy is a move which kills your
opponent.  A No Mercy may have a different outcome depending on what
character you performed it against.

Humiliation:
If you defeat your opponent for the second time in a fight without loosing
all the energy in your first energy bar, you will be able to perform a
Humiliation.  A Humiliation is a move which humiliates the opponent by
forcing them to dance to some very "weird" music.

Last Breath:
After being defeated for the second time in a fight, your character will
be dizzy.  Rapidly shake the joystick left and right and press all the
buttons to 'speed up' the dizzy process.  If you do this long enough
without your opponent hitting you or performing a finish move you, will
get up and fight with your last breath.  You will be given just enough
energy so that if you block a special move, or get hit, you will die.

Awesome Victory:
Defeat your opponent then finish them with a No Mercy or Humiliation and
you will be rewarded with an Awesome Victory.  You also get to see an
animated sequence after the fight.

Supreme Victory (Perfect):
Defeat your opponent without loosing all the energy in your first energy
bar and you will be rewarded with a Supreme Victory.  You also get to see
an animated sequence after the fight.  If you do not loose any energy at
all the announcer will say "Perfect".

##########################################################################
############################  Key to Moves  ##############################
##########################################################################

GENERAL - General information about abbreviations.

" , " can be substituted by "then".
" + " can be substituted by "and".
" / " can be substituted by "or".
" * " indicates that something is unconfirmed by me.

All charge moves must be charged for at least 1 second

Note: Moves with a "+" mean that you have to be holding the joystick in a
specific direction while you press or release the button.  Here are a
couple of examples;

Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and
rotate the joystick in a quarter circle down/back motion (DF,D,DB), then
while the joystick is STILL held in the DB position, release fierce low
attack.

Example #2: "CB,F+3" should be read as, charge back (2 seconds) then press
forward, then while the joystick is still held in the forward position,
press fierce high attack.
+------------------------------------------------------------------------+
BUTTONS - Information/Abbreviations for buttons.

H = Hold                  C = Charge               aHA = Any High Attack
R = Release               S = Start                aLA = Any Low Attack

1 = Quick High Attack    2 = Medium High Attack    3 = Fierce High Attack
4 = Quick Low Attack     5 = Medium Low Attack     4 = Fierce Low Attack
+------------------------------------------------------------------------+
JOYSTICK - Information/Abbreviations for joystick motions.

B:  Back        C:   Charge
F:  Forward     DF:  Down Forward
D:  Down        DB:  Down Back
H:  Hold

QCB:  Quarter Circle Back   (D,DB,B)
QCT:  Quarter Circle Toward (D,DF,F)
HCB:  Half Circle Back      (F,DF,D,DB,B)
HCT:  Half Circle Toward    (B,DB,D,DF,F)

QCDB:  Quarter Circle Down/Back    (DF,D,DB)
QCDF:  Quarter Circle Down/Forward (DB,D,DF)
+------------------------------------------------------------------------+
PARENTHESIS - What this stuff means

control: can be controlled with the joystick by pressing up or down.

juggle: can only be performed when juggling the opponent.

midair: can only be performed in midair.

ground/midair: can be performed on the ground or in midair.

during combo: can only be performed during a combo of at least 2 hits.

flashing line: you must have a flashing line on your energy bar.

anti-projectile: goes through projectiles

##########################################################################
##########################  Individual Moves  ############################
##########################################################################

CINDER

== SPECIAL MOVES ==
Flaming Palm     B,B,1
Red Outline      HCB+2        (immune to ALL projectiles)
Invisibility     HCB+3
Flame Torpedo    F,F,aHA      (ground/midair)
Flame Torpedo    CB,F+aHA
Flame Stream     F,F,aLA
Flame Stream     CB,F+aLA
Flip Kick        F,QCT+aLA

== SHADOW MOVES ==
Invis. Teleport Front    HCB+1          (flashing line)
Invis. Teleport Back     H1,HCB+R1      (flashing line)
Shadow 4 hit + air       H2,F,F+R2      (flashing line, during combo)
Shadow 4 hit + air       H6,F,QCT+R6    (flashing line, during combo)
Triple Torpedo Juggle    F,F,3          (flashing line, juggle)
Triple Torpedo Juggle    CB,F+3         (flashing line, juggle)

== TRANSITION MOVES ==
Flame Torpedo to Diagonal Flame Torpedo    F,F,3,B,B,3    (midair)

== OTHER MOVES ==
Air Combo        Jump6,CF,B+2    (midair)
Air Juggle       CB,F+3          (juggle)
Air Juggle       F,F,3           (juggle)
Combo Breaker    F,QCT+aLA
Retaliation      F,QCT+aLA

== FINISH MOVES ==
Lava Pool      B,B,B,2    (1 to 2 PLA)
Meltdown       HCT+4      (1 to 2 PLA
Humiliation    B,B,B,6    (1 to 4 PLA)
Ultimate MD    HCB+5      (during combo)
Ultra Combo    F,F,3      (during combo)
**************************************************************************
TJ COMBO

== SPECIAL MOVES ==
Single Backfist      CB,F+1
Double Backfist      CF,B+1
Double Roll Punch    CB,F+2      (anti-projectile, charge 1 sec.)
Triple Roll Punch    CB,F+2      (anti-projectile, charge 3 sec.)
Lunging Punch        CB,F+3
Winding Uppercut     C3,R3,3     (charge 3 sec.)
Flying Knee          CB,F+4/6
Rising Knee          CB,F+5

== SHADOW MOVES ==
Shadow Lunging Punch    H3,CB,F+R3    (flashing line, anti-projectile)
Shadow 3 hit + air      H6,CB,F+R6    (flashing line, during combo)
Shadow 4 hit + end      H2,CB,F+R2    (flashing line, during combo)
Shadow 4 hit + end      H3,CB,F+R3    (flashing line, during combo)
Triple Punch Juggle     CB,F+3        (flashing line, juggle)

== TRANSITION MOVES ==
Rolling Punch to Rising Knee        CB,F+2,B+5
Lunging Punch to Single Backfist    CB,F+3,B+1
Lunging Punch to Rolling Punch      CB,F+3,B+2
Lunging Punch to Sudden Stop        CB,F+3,B+3
Lunging Punch to Flying Knee        CB,F+3,B+6

== OTHER MOVES ==
Air Combo        Jump5,CF,B+4    (midair)
Air Combo        Jump6,CF,B+5    (midair)
Air Juggle       CB,F+3          (juggle)
Combo Breaker    B,F+aLA
Retaliation      CB,F+aLA

== FINISH MOVES ==
Neck Breaker    B,B,F,F,2    (close)
Screen Punch    HCT+6        (close)
Humiliation     D,D,D,1      (1 to 4 PLA)
Ultimate SP     HCB+5        (during combo)
Ultra Combo     CF,B+3       (during combo)
**************************************************************************
FULGORE

== SPECIAL MOVES ==
Flying Uppercut    F,QCT+aHA      (anti-projectile)
1 Energy Bolt      QCT+aHA        (projectile)
2 Energy Bolts     B,B,HCT+1      (projectile)
3 Energy Bolts     F,B,B,HCT+1    (projectile)
Reflect Shield     QCB+aHA        (reflects projectiles)
Teleport Front     B,QCB+aHA
Teleport Behind    B,QCB+aLA
Energy Charge      CB,F+aLA
Eye Laserbeam      QCDB+6

== SHADOW MOVES ==
Auto 3 Energy Bolts       QCT+1          (flashing line)
Shadow Flying Uppercut    H3,F,QCT+R3    (flashing line)
Shadow 3 hit + air        H5,CB,F+R5     (flashing line, during combo)
Shadow 4 hit + end        H2,QCT+R2      (flashing line, during combo)
Shadow 4 hit + end        H3,F,QCT+R3    (flashing line, during combo)
Shadow Energy Charge      H6,CB,F+R6     (flashing line)

== TRANSITION MOVES ==
Energy Charge to Flying Uppercut    CB,F+aLA,QCT+1

== OTHER MOVES ==
Air Combo        Jump6,F,QCT+2    (midair)
Air Juggle       B,B,HCT+1        (juggle, hits 1x)
Air Juggle       F,B,B,HCT+1      (juggle, hits 2x)
Combo Breaker    F,QCT+aHA
Retaliation      F,QCT+aHA

== FINISH MOVES ==
Eye Laser      HCB+3      (1 PLA)
Machine Gun    HCT+6      (1 to 4 PLA)
Humiliation    HCT+5      (1 to 4 PLA)
Ultimate MG    QCDB+2     (during combo)
Ultra Combo    F,QCT+1    (during combo)
**************************************************************************
GLACIUS

== SPECIAL MOVES ==
Blade Uppercut      QCDB+1
Shoulder Charge     CB,F+aHA
Bouncing Iceball    QCT+aHA     (projectile)
Puddle Teleport     QCT+4
Puddle Uppercut     QCT+5/6     (goes under ALL projectiles)

== SHADOW MOVES ==
Fast Bouncing Iceball    H1,QCT+R1     (flashing line)
Shadow 3 hit + end       H5,QCT+R5     (flashing line, during combo)
Shadow 3 hit + air       H6,QCT+R6     (flashing line, during combo)
Shadow 4 hit + air       H1,QCDB+R1    (flashing line, during combo)
Shadow 4 hit + air       H3,QCT+R3     (flashing line, during combo)
Triple Puddle Juggle     QCT+6         (flashing line, juggle)

== TRANSITION MOVES ==
Puddle Uppercut to Teleport Uppercut    QCT+5,QCT+6/QCB+6
Puddle Uppercut to Teleport Uppercut    QCT+6,QCT+5/QCB+5

== OTHER MOVES ==
Air Combo        Jump6,CF,B+5    (midair)
Air Juggle       QCT+6           (juggle)
Combo Breaker    B,F+aHA
Retaliation      QCT+aLA

== FINISH MOVES ==
Blob Engulf    HCB+5      (1 PLA)
Needle Stab    HCT+2      (1 to 2 PLA)
Acid Puddle    B,B,B,6    (1 to 4 PLA)
Humiliation    F,F,B,4    (1 to 4 PLA)
Ultimate AP    QCDB+1     (during combo)
Ultra Combo    CB,F+3     (during combo)
**************************************************************************
JAGO

== SPECIAL MOVES ==
Yellow Fireball     H1,QCT+R1     (hits anti-projectile moves)
Green Fireball      QCT+aHA       (projectile)
Flying Uppercut     F,QCT+aHA     (anti-projectile)
Green Sword         QCDB+3
Flying Heel Kick    QCDF+4        (anti-projectile)
Flying Heel Kick    QCDB+aLA      (anti-projectile)
Fast Heel Kick      H6,QCDB+R6    (anti-projectile)

== SHADOW MOVES ==
Fast Red Fireball         H3,QCT+R3      (flashing line)
Shadow Fast Heel Kick     H6,QCDB+R6     (flashing line)
Shadow 3 hit + end        H5,QCDB+R5     (flashing line, during combo)
Shadow 3 hit + air        H2,F,QCT+R2    (flashing line, during combo)
Shadow 4 hit + end        H3,F,QCT+R3    (flashing line, during combo)
Triple Fireball Juggle    H2,QCT+R2      (flashing line, juggle)

== OTHER MOVES ==
Air Combo        Jump6,QCDB+5    (midair)
Air Juggle       H2,QCT+R2       (juggle)
Combo Breaker    F,QCT+aHA
Retaliation      F,QCT+aHA

== FINISH MOVES ==
Sword Stab     B,F,F,1      (close)
Falling Car    B,B,F,F,2    (1 to 4 PLA)
Humiliation    HCB+5        (1 to 4 PLA)
Ultimate SS    HCT+3        (during combo)
Ultra Combo    QCDB+4       (during combo)
**************************************************************************
ORCHID

== SPECIAL MOVES ==
Sabre Charge       QCDB+1/2
Tiger Charge       CB,F+aHA    (anti-projectile)
Laser Boomerang    QCT+aHA     (projectile)
Swinging Sabre     QCDB+3
Helicopter Kick    CB,F+aLA

== SHADOW MOVES ==
Shadow Sabre Charge        QCDB+2        (flashing line)
Shadow Tiger Charge        H3,CB,F+R3    (flashing line, anti-projectile)
Shadow 3 hit + air         H5,CB,F+R5    (flashing line, during combo)
Shadow 4 hit + air         H3,QCDB+R3    (flashing line, during combo)
Shadow 4 hit + air         H4,CB,F+R4    (flashing line, during combo)
Triple Boomerang Juggle    QCT+1         (flashing line, juggle)

== OTHER MOVES ==
Air Combo        Jump3/6,CF,B+2    (midair)
Air Combo        Jump5,CF,B+1      (midair)
Air Juggle       QCT+1             (juggle)
Combo Breaker    B,F+aLA
Retaliation      CB,F+aLA

== FINISH MOVES ==
Frog Squash     D,F,B,4,6    (close)
Heart Attack    B,F,F,1      (close to 4 PLA)
Humiliation     HCB+3        (1 to 4 PLA)
Ultimate HA     QCDB+5       (during combo)
Ultra Combo     CB,F+2       (during combo)
**************************************************************************
RIPTOR

== SPECIAL MOVES ==
Slashing Claw    QCDB+1
Charge Attack    CB,F+aHA
Spit Fireball    QCB+aHA     (projectile, midair/ground)
Breathe Fire     QCDB+3
Leaping Kick     CB,F+aLA    (anti-projectile)
Leaping Kick     CF,B+4/5    (anti-projectile)
Tail Flip        QCDB+aLA    (anti-projectile)
Air Tail Flip    QCDB+6      (midair)

== SHADOW MOVES ==
Fast Blue Fireball        H2,QCB+R2     (flashing line)
Shadow 3 hit + air        H6,CB,F+R6    (flashing line, during combo)
Triple Fireball Juggle    QCB+1         (flashing line, juggle)

== TRANSITION MOVES ==
Charge Attack to Breathe Fire      CB,F+3,B+3
Charge Attack to Tail Flip         CB,F+3,B+4
Charge Attack to Leaping Claw      CB,F+3,B+5
Leaping Kick to Midair Fireball    CB,F+6,QCB+3     (midair)
Leaping Kick to Air Tail Flip      CB,F+6,QCDB+6    (midair)

== OTHER MOVES ==
Air Combo        Jump6,CF,B+5    (midair)
Air Juggle       QCB+1           (juggle)
Combo Breaker    B,F+aLA
Retaliation      [unknown]

== FINISH MOVES ==
Eat Player     HCT+2        (1 PLA)
Spit Acid      B,B,B,5      (1 to 4 PLA)
Tail Stab      F,F,B,6      (1 PLA)
Humiliation    [unknown]    (1 to 4 PLA)       D,F,F,3
Ultimate EP    HCT+1        (during combo)
Ultra Combo    CB,F+4       (during combo)
**************************************************************************
SABREWULF

== SPECIAL MOVES ==
Flaming Bat      QCB+aHA     (projectile)
Spinning Claw    CB,F+aHA    (stops flashing line)
Spinning Claw    CF,B+2
Rolling Claw     CB,F+4      (stops flashing line, anti-projectile)
Charging Claw    CB,F+5
Leaping Claw     CB,F+6      (anti-projectile)
Energy Howl      QCDB+6      (starts flashing line)

== SHADOW MOVES ==
Double Spinning Claw    CB,F+aHA      (flashing line)
Double Rolling Claw     CB,F+4        (flashing line)
Shadow 3 hit + air      H1,CB,F+R1    (flashing line, during combo)
Shadow 4 hit + end      H4,CB,F+R4    (flashing line, during combo)
Shadow 4 hit + air      H5,CB,F+R5    (flashing line, during combo)
Shadow 4 hit + air      H6,CB,F+R6    (flashing line, during combo)
Double Claw Juggle      CB,F+6        (flashing line, juggle)

== TRANSITION MOVES ==
Charging Claw to Rolling Claw     CB,F+5,B+4
Charging Claw to Charging Claw    CB,F+5,B+5
Charging Claw to Leaping Claw     CB,F+5,B+6

== OTHER MOVES ==
Air Combo        Jump6,CF,B+5    (midair)
Air Juggle       CB,F+6          (juggle)
Combo Breaker    B,F+aLA
Retaliation      CB,F+aLA

== FINISH MOVES ==
Claw Stab       B,B,5      (close)
Screen Punch    B,B,F,2    (1 PLA)
Humiliation     F,F,1      (1 to 4 PLA)
Ultimate CS     HCT+3      (during combo)
Ultra Combo     CF,B+4     (during combo)
**************************************************************************
SPINAL

== SPECIAL MOVES ==
Morph Combo        D,D+aHA/aLA       (during combo)
Absorb Shield      HB+1              (absorbs special moves for skulls)
Shield Charge      F,F,aHA
Teleport Front     D,D+aHA
Teleport Behind    D,D+aLA
Air Teleport       H1,Jump,D,D+R1    (midair, teleports front)
Air Teleport       H4,Jump,D,D+R4    (midair, teleports behind)
Flaming Sword      CB,F+2
Flaming Sword      CF,B+2

== SHADOW MOVES ==
Flaming Skull           QCT+aHA              (must have 1 skull)
Double Flaming Sword    CB,F+2               (must have 1 skull)
Fast Red Fireball       H1/2/3,QCT+R1/2/3    (must have 3 skulls)

== TRANSITION MOVES ==
Shield Charge to Sword Slash         F,F,2/3,B+2
Teleport Front to Teleport Behind    D,D+3,D,D+1
Teleport Behind to Teleport Front    D,D+6,D,D+1

== OTHER MOVES ==
Air Combo        Jump6,CF,B+5    (midair)
Air Juggle       QCT+1           (juggle, must have 1 skull)
Combo Breaker    F,F,aHA
Retaliation      D,D+aHA

== FINISH MOVES ==
Skeleton Grab    B,B,B,5    (1 to 4 PLA)
Shield Stab      B,B,F,4    (close)
Humiliation      HCT+6      (1 to 4 PLA)
Ultimate SS      QCDB+1     (during combo)
Ultra Combo      HCT+3      (during combo)
**************************************************************************
CHIEF THUNDER

== SPECIAL MOVES ==
Flying Mohawk     QCB+1/2
Flying Mohawk     HCB+3
Spinning Chop     CB,F+aHA
Spinning Chop     CF,B+2      (anti-projectile)
Tomahawk Dive     QCB+3       (midair)
Firebird Throw    QCT+aLA     (projectile, control w/joystick)

== SHADOW MOVES ==
Shadow Tomahawk Dive      H3,QCB+R3     (flashing line, midair)
Giant Red Firebird        QCT+5         (flashing line)
Small Red Firebird        H5,QCT+R5     (flashing line)
Shadow 3 hit + air        H3,CB,F+R3    (flashing line, during combo)
Shadow 3 hit + end        H6,QCT+R6     (flashing line, during combo)
Shadow 4 hit + air        H2,QCB+R3     (flashing line, during combo)
Shadow 4 hit + air        H3,HCB+R3     (flashing line, during combo)
Triple Firebird Juggle    QCT+4         (flashing line, juggle)

== TRANSITION MOVES ==
Flying Mohawk to Tomahawk Dive    HCB+H3,F+R3
Flying Mohawk to Shadow Dive      HCB+H3,F+R3    (flashing line)

== OTHER MOVES ==
Air Dive         [unknown]
Air Juggle       QCT+1        (juggle)
Combo Breaker    HCB+aHA
Retaliation      [unknown]

== FINISH MOVES ==
Rain Dance      HCT+3      (1 PLA)
Axe Uppercut    HCB+6      (close)
*Humiliation    D,F,F,4    (1 to 4 PLA)
Ultimate RD     QCDB+2     (during combo)
Ultra Combo     CB,F+1     (during combo)

##########################################################################
############################  Key to Combos  #############################
##########################################################################

GENERAL

" , " can be substituted by "then".
" + " can be substituted by "and".
" / " can be substituted by "or".
" * " indicates that something is unconfirmed by me.

All charge moves must be held for at least 2 seconds

Note: Moves with a "+" mean that you have to be holding the joystick in a
specific direction while you press or release the button.  Here are a
couple of examples;

Example #1: "H6,QCDB+R6" should be read as, hold fierce low attack and
rotate the joystick in a quarter circle down/back motion (DF,D,DB), then
while the joystick is STILL held in the DB position, release fierce low
attack.

Example #2: "cB,F+3" should be read as, charge back (2 seconds) then press
forward, then while the joystick is still held in the forward position,
press fierce high attack.
+------------------------------------------------------------------------+
BUTTONS

H = Hold            c = Charge
R = Release

1 = Quick High Attack    2 = Medium High Attack    3 = Fierce High Attack
4 = Quick Low Attack     5 = Medium Low Attack     4 = Fierce Low Attack
+------------------------------------------------------------------------+
JOYSTICK

B:  Back        c:   Charge
F:  Forward     DF:  Down Forward
D:  Down        DB:  Down Back

QCB:  Quarter Circle Back   (D,DB,B)
QCT:  Quarter Circle Toward (D,DF,F)
HCB:  Half Circle Back      (F,DF,D,DB,B)
HCT:  Half Circle Toward    (B,DB,D,DF,F)

QCDB:  Quarter Circle Down/Back    (DF,D,DB)
QCDF:  Quarter Circle Down/Forward (DB,D,DF)
+------------------------------------------------------------------------+
CONNECTORS

Moves within a combo which hits the opponent multiple times and keeps the
combo going.  Connectors will sometimes end the combo after a certain
amount of hits.

Column 1:  The motion for the connector move.
Column 2:  The number of hits the connector move produces.
Column 3:  The move(s) that the connectors can be performed after.
+------------------------------------------------------------------------+
ENDINGS

Moves used after connector moves which end the combo.  It is sometimes
possible to juggle opponents after an ending move.  If the energy bar
line is flashing when you juggle the opponent, some characters will
receive two additional juggle hits.  Endings can be used after ANY
connector moves.

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

normal:    The combo has nothing special about it.
shadow:    The combo is a shadow combo.
stun:      The combo stuns the opponent.
ultra:     The combo is an Ultra Combo.
ultimate:  The combo is an Ultimate Combo.
wait:      Indicates that you are about to perform a juggle move.

Example: cB,1,F+2,wait,QCT+1
Charge back while you press 1, then press forward+2 to perform the charge
move.  This charge move happens to end the combo and knock your opponent
into the air.  Wait for your opponent to start falling then press QCT+1 to
juggle your opponent with your juggle move.
+------------------------------------------------------------------------+
PARENTHESIS

(crouching):      The opponent must be crouching.
(flashing line):  Your energy line must be flashing to perform this combo.
(midair):         The move has to be performed in midair.
(standing):       The opponent must be standing.

##########################################################################
##########################  Individual Combos  ###########################
##########################################################################

CINDER


=========
CONNECTORS
==========
cF,B+1     2 hits          N/A
4          2 hits          after F,F,1 (midair)
1          3 hits          after F,F,2
2          3 hits          after cF,B+1 or Jump6

=======
ENDINGS
=======
F,F,2       4 + air
F,QCT+5     4 + air
F,QCT+6     4 + air

======
COMBOS
======
Normal
11:  Jump6,2,F,F,1,F,QCT+6,wait,F,F,3
15:  F,F,2,cF,1,B+1,2,F,QCT+5/6,wait,F,F,3

Ultimate
11:  F,F,2,cF,1,B+1,2,HCB+5

Ultra
29:  F,F,2,cF,1,B+1,2,F,F,3,wait,F,F,3
**************************************************************************
TJ COMBO


==========
CONNECTORS
==========
cF,B+1     2 hits          N/A
5          3 hits          cF,B+1 or cB,F+4/6

======
ENDING
======
cB,F+2     3 + air
cB,F+6     3 + air
cB,F+3     4 + end
cB,F+1     4 + air

======
COMBOS
======
*** - |ndicates that the roll must hit the opponent 3 times.

Normal
20:  cB,F+2,cF,B+1,cF,5,B+1,cF,5,cB+1,F+1,wait,cB,F+3 (***)

Ultra
34:  cB,F+2,cF,B+1,cF,5,B+1,cF,5,B+1,cF,4,B+3,wait,cB,F+3 (***)
**************************************************************************
FULGORE


==========
CONNECTORS
==========
5          2 hits          after cB,F+6
QCDB+6     2 hits          N/A
1          3 hits          after cB,F+6 or QCDB+6
2          3 hits          after Jump6
6          3 hits          after cB,F+6

=======
ENDINGS
=======
CB,F+5      3 + air
B,QCB+1     4 + end
QCT+2       4 + end
F,QCT+3     4 + end

======
COMBOS
======
Stun
3:  cB,F+6,QCDB+6,3/6
4:  cB,F+6,5,F,QCT+2

Normal
8:  Jump6,2,F,QCT+3
13:  cB,F+6,6,QCDB+6,1/6,F,QCT+3
13:  cB,F+6,6,QCDB+6,1/6,B,QCB+3

Ultra
29:  cB,F+6,6,QCDB+6,1/6,F,QCT+1,wait,F,B,B,HCT+1
**************************************************************************
GLACIUS


==========
CONNECTORS
==========
1          2 hits          after cB,F+3
cF,B+2     2 hits          N/A
3          2 hits          after cB,F+2
2          3 hits          after cB,F+2/3 or Jump6
4          3 hits          after QCT+5
6          3 hits          after QCT+5

=======
ENDINGS
=======
QCT+5           3 + end
QCT+6           3 + air
QCDB+1          4 + air
QCT+3           4 + air

======
COMBOS
======
Stun
3:  cDB,3,F+3,D,3

Normal
14:  cB,F+3,cF,2,B+2,2,QCT+3,wait,QCT+6
14:  QCT+5,cF,6,B+2,2,QCT+3,wait,QCT+6

Ultra
28:  B,F+3,cF,2,B+2,cB,2,F+3,wait,QCT+6
28:  QCT+5,cF,6,B+2,cB,2,F+3,wait,QCT+6
**************************************************************************
JAGO


==========
CONNECTORS
==========
2          2 hits          after Jump6
QCDB+3     2 hits          N/A
4          2 hits          after QCDB+5
5          3 hits          after QCDB+6

=======
ENDINGS
=======
F,QCT+1     2 + end
F,QCT+2     3 + air
F,QCT+3     4 + end

======
COMBOS
======
Stun
3:  QCDB+4,QCDB+4,QCDB+4

Normal
7:  Jump6,2,F,QCT+3
14:  QCDB+6,5,QCDB+3,5,5,F,QCT+3
15:  QCT+1,pause,QCDB+6,5,QCDB+3,5,5,F,QCT+3 (fireball must hit first)

Ultra
28:  QCDB+6,5,QCDB+3,5,5,QCDB+4
**************************************************************************
ORCHID


==========
CONNECTORS
==========
cF,B+5          2 hits          N/A
1               3 hits          after cF,B+5 or cB,F+6
6               3 hits          after cB,F+3

=======
ENDINGS
=======
cB,F+5          3 + air
QCDB+3          4 + air
cB,F+4          4 + air

======
COMBOS
======
Stun
4:  cDB,3,F+1,1 (standing)
4:  cB,F+2,6,QCDB+2

Normal
8:  QCDB+2,QCDB+1,3,QCDB+3,wait,QCT+1
20:  cB,F+3,cF,6,B+5,cB,1,F+6,1,QCDB+3,wait,QCT+1
30:  cB,F+6,cB,1,F+6,cB,1,F+6,cF,1,B+5,1,QCDB+2,QCDB+1,QCDB+3,wait,QCT+1

Ultra
44:  cB,F+6,cB,1,F+6,cB,1,F+6,cF,1,cB+5,1,QCDB+2,QCDB+1,F+2,wait,QCT+1
**************************************************************************
RIPTOR


==========
CONNECTORS
==========
cF,B+4     2 hits         N/A
2          2 hits         after cB,F+1 or Jump6
1          3 hits         after cB,F+4
5          3 hits         after cB,F+3

=======
ENDINGS
=======
QCB+3           4 + end
QCDB+1          4 + air

======
COMBOS
======
Stun
3:  cDB,3,cF+3,B+3 (standing)
3:  cB,cF+3,B+3,3

Normal
6:  cB,F+1,cB,2,F+1,2
14:  cB,F+3,cB,5,F+4,5,QCDB+1,wait,QCB+1

Ultra
28:  cB,F+4,cF,1,B+4,cB,1,F+4,wait,QCB+1
**************************************************************************
SABREWULF


==========
CONNECTORS
==========
cF,B+2     2 hits         N/A
5          2 hits         after cB,F+1
2          3 hits         after cB,F+4/6
3          3 hits         after cB,F+4
6          3 hits         after cB,F+2/3

=======
ENDINGS
=======
cB,F+1          3 + air
cB,F+4          4 + end
cB,F+5          4 + air
cB,F+6          4 + air

======
COMBOS
======
Stun
2:  cB,cF+5,B+5
4:  cDB,3,F+3,D+3 (standing)
4:  cDB,6,F+3,D,6

Normal
17:  cB,F+4,cB,2,F+2,cB,2,F+6,wait,cB,F+6 (flashing line)

Shadow
15:  cB,F+6,cF,2,B+2,cB,2,F+6,wait,cB,F+6 (flashing line)

Ultra
31:  cB,F+4,cB,2,F+2,cF,2,B+4,wait,cB,F+6 (flashing line)
**************************************************************************
SPINAL


==========
CONNECTORS
==========
cF,B+2     2 hits          N/A (must have 1 skull)
5          2 hits          after F,F,2
6          2 hits          after F,F,3
2          3 hits          after F,F,3
3          3 hits          after F,F,1 or cB,F+2 or cF,B+2

=======
ENDINGS
=======
F,F,1          3 + end
F,F,2          3 + end
F,F,3          4 + end

vs. Cinder
D,D+1 (4 + air)     D,D+2 (4 + air)     D,D+3 (4 + air)
D,D+4 (4 + air)     D,D+5 (4 + air)     D,D+6 (4 + air)

vs. TJ Combo
D,D+1 (3 + air)     D,D+2 (4 + end)     D,D+3 (4 + end)
D,D+4 (3 + air)     D,D+5 (3 + air)     D,D+6 (4 + air)

vs. Fulgore
D,D+1 (? + ???)     D,D+2 (? + ???)     D,D+3 (? + ???)
D,D+4 (? + ???)     D,D+5 (? + ???)     D,D+6 (? + ???)

vs. Glacius
D,D+1 (4 + air)     D,D+2 (4 + air)     D,D+3 (3 + air)
D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (3 + end)

vs. Jago
D,D+1 (2 + end)     D,D+2 (3 + end)     D,D+3 (4 + end)
D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (3 + end)

vs. Orchid
D,D+1 (4 + end)     D,D+2 (? + ???)     D,D+3 (? + ???)
D,D+4 (4 + air)     D,D+5 (? + ???)     D,D+6 (? + ???)

vs. Riptor
D,D+1 (4 + end)     D,D+2 (4 + air)     D,D+3 (3 + end)
D,D+4 (3 + air)     D,D+5 (3 + air)     D,D+6 (3 + air)

vs. Sabrewulf
D,D+1 (3 + air)     D,D+2 (4 + end)     D,D+3 (? + ???)
D,D+4 (4 + air)     D,D+5 (4 + air)     D,D+6 (4 + air)

vs. Spinal
D,D+1 (3 + end)     D,D+2 (3 + end)     D,D+3 (4 + end)
D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (4 + end)

vs. Chief Thunder
D,D+1 (3 + air)     D,D+2 (4 + air)     D,D+3 (4 + air)
D,D+4 (3 + end)     D,D+5 (3 + end)     D,D+6 (3 + end)

======
COMBOS
======
Normal
7:  F,F,2,5,F,F,3
8:  F,F,1,3,F,F,3
8:  F,F,3,2,F,F,3
14:  cB,F+2,cF,3,B+2,3,F,F,3 (must have 1 skull)
15:  cB,F+2,cF,3,B+2,3,D,D+_,wait,QCT+1 (only works vs some opponents)

Ultra
28:  cB,F+2,cF,3,B+2,3,HCT+3 (must have 1 skull)
**************************************************************************
CHIEF THUNDER


==========
CONNECTORS
==========
F,2          2 hits          after cB,F+3
F/B,6        3 hits          after cB,F+3
cF,B+2       3 hits          N/A

=======
ENDINGS
=======
CB,F+3     3 + end
QCT+6      3 + end
HCB+2      4 + air
HCB+3      4 + air

======
COMBOS
======
Normal
14:  cB,F+3,cF,6,B+2,HCB+3,wait,QCT+4

Ultra
28:  cB,F+3,cF,6,B+2,cB,F+1,wait,QCT+4

##########################################################################
###############################  Tricks  #################################
##########################################################################

Turbo Mode:
At the player selection screen, have both players hold 1+2+3+right
immediately after picking their character.  Keep holding 1+2+3+right until
the game starts.  This will make the fight go super fast for one fight
only.  You performed this trick correctly if you hear a "swoosh" sound.

High Scores Table:
During the demo mode, press up on one of joysticks to view the high
scores.

Change Character Color:
At the character selection screen, pressing up or down will change the
color of your character.  You cannot choose the same color your opponent
chose.

Random Select Character:
At the character selection screen, hold up and press start.  A random
character will be chosen for you.

Combo Breaker:
During the animated sequence before the fight, hold down+start on both
controllers.  The effects of this trick are unknown during a 2 player
game.  However, when playing one player, this trick will allow the
computer to perform shadow moves without doing a combo breaker.  You
performed this trick correctly if you hear the announcer say "combo
breaker".

Stage and Music Select:
When you are at the character selection screen, holding up or down on the
joystick and pressing a button will choose either the stage or music from
a specific stage.  If you are the first person to choose your character,
you get to choose the stage.  If you are the second person to choose, you
get to choose the music from a stage.  The joystick direction and buttons
needed for each stage are listed below:

Wooden Bridge:     D+1
Bloody Alter:      D+2
Lava Bridge:       D+3
Chicago Street:    D+4
Room w/fireplace:  D+5
Small Sky Arena:   D+5 (both players)
Factory:           D+6
Ice Temple:        U+1
Infinite Caves:    U+2
Ice Sculpture:     U+3
Castle Roof:       U+4
Roof in Chicago:   U+5
Desert Roof:       U+6 or D+S
Skeleton Room:     ???
Tiger Shrine:      ???
Boxing Gym:        ???

##########################################################################
##############################  Glitches  ################################
##########################################################################

TJ COMBO

Midair Ultra Combo:
Play on any of the rooftop stages and make sure your opponent is in the
corner when they have just a little bit of energy left.  Do the Double
Backfist (CF,B+1).  Immediately perform the Ultra Combo after the Double
Backfist.  The Double Backfist will knock the opponent off the roof but TJ
Combo will start to do the ultra as they are falling.  The opponent will
mysteriously start flying upward and they will be spitting blood all over
the place while in midair.
**************************************************************************
FULGORE

Mini Fulgore:
When playing on the Desert Roof stage (U+6 or D+S), get the opponent into
the edge and perform this combo:  B,F+6,B+5,B,QCB+4 and when Fulgore
appears on the other side of the opponent, he will be half his normal
size.
**************************************************************************
GLACIUS

Stuck together:
Play Glacius verses Glacius on any nonscrolling stage.  Get both Glacius's
in the corner next to each other and have them do the Puddle Teleport at
the same time.  They will both appear in the same place and they will be
stuck together.  You can get unstuck by jumping.

No Ultimate:
Perform the Ultimate Combo with 6 hits or more and when the opponent is
about to be engulfed by the puddle, they bounce away and remain dizzy.  it
still counts as an Ultimate Combo but the opponent doesn't die.
**************************************************************************
ORCHID

Frog No Mercy Glitch:
Perform the frog No Mercy (D,F,B,4), then hold up and tap any attack
button rapidly.  Orchid will leap into the air and hit the frog.  The frog
will turn into the normal character except they will look all green and
distorted.

Stuff to do after the No Mercy Glitch:
1) CB,F+2 and Orchid will start her Ultra Combo.
2) Press 6 and Orchid will disappear then reappear.
3) Rooftop Stages: knock them off the roof with a special move.
**************************************************************************
SPINAL

Midair Morph Combo:
Perform a combo with Spinal then do the opponent morph move.  Immediately
after pressing the button tap up and Spinal will perform the morph combo
while in midair.  The actual motion is: D,D+_,U

Stay Morphed as your Opponent:
If you perform a specific Midair Morph Combo against certain players,
Spinal will stay morphed as the gray opponent after missing them with the
combo.  Spinal will be able to perform all of the opponent's moves
(including finishing moves) while he is morphed.  Spinal can block moves,
but if he gets hit or jumps he will morph back into Spinal.  Also, when
you are morphed as your opponent, Spinal's name changes to the opponent's
name.

1) D,D+4,Up (vs. Jago)
2) D,D+1,Up (vs. Chief Thunder)
**************************************************************************
CHIEF THUNDER

Missing Firebird:
Perform the Firebird Throw (QCT+4), then quickly hold the joystick back.
Chief Thunder will stick out his hand but nothing will come out.

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