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  1.                            KI faq 2000 (ver 1.0)
  2.   Compiled and Confirmed by Steven C. Gilbreath (sgilbreath@cctr.umkc.edu)
  3.           This faq can be obtained by e-mailing the above address
  4.  
  5.  
  6. Enjoy, and respond if you see something wrong or if you have anything new 
  7. to add. Steve (Morlo)
  8.  
  9. Basic Moves        
  10. Chief Thunder -  ;phoenix              roll d-f+(4,5,>6)    
  11.           -  ;turbo phoenix            hold 5,roll d-f+release 5
  12.           -  <:tomahawk charge    cb,f+(1,2,>3)
  13.           -  <~:rev tomahawk charge cf,b+2
  14.           -  head uppercut        roll d-b+(<1,>2)
  15.           -  >(:a)head uppercut    roll f-b+3    
  16.               -  *<tomahawk dive       roll d-b+3
  17.           -  knee               f+6
  18.           -  air toggle         roll d-f+4
  19.           Transition Moves
  20.           -  phoenix - u/d    
  21.           -  turbo phoenix - u/d
  22.           -  [hold 5,roll d-f+release 5] - u/d
  23.           -  head uppercut(3) - cb,f+3
  24.           -  head uppercut(3) - *tomahawk dive
  25.           Highest Non-Ultra Combo [18 hits]
  26.           -  cb,3,f+3,6,b+2,1,roll d-b+2,air toggle (opponent must be
  27.                  crouching)
  28.              Highest Ultra Combo [40 hits]
  29.           -  cb,3,f+3,6,b+2,1,roll f-b+3 - cf,b+2,f+1 - cf,b+2 --- roll 
  30.                  d-b+2,air toggle (opponent must be crouching)
  31.           Other
  32.           -  cb,f+2,b,6,f+1 for Ultra Combo - Chief Thunder will do the
  33.                  Ultra Combo in midair
  34. Cinder          -  ;inferno               cb,f+(4,5,6) or f,f,(4,5,6)
  35.           -  comet charge       <cb,f+(1,>2,3) or "f,f,(<1,<>2,3)
  36.           -  (:a)kick uppercut      f-roll d-df+(>4,>5,>6)
  37.           -  <flaming palm      b,b,1
  38.           -  (:a)desolidify     roll f-b+2 or hold 1,roll f-b+release 1
  39.           -  invisible          roll f-b+3  
  40.           -  air toggle         f,f,3
  41.           Transition Moves
  42.           -  *comet charge(f,f,3) - *b+3
  43.           Highest Non-Ultra Combo [20 hits]
  44.           -  cb,3,f+2,1,b+1,4,f+3,b,4,f+2,air toggle (opponent must be 
  45.                  crouching)
  46.           Highest Ultra Combo [34 hits]
  47.           -  cb,3,f+2,1,b+1,4,f+3,b,4,f+3,air toggle (opponent must be 
  48.                  crouching)
  49.           80 Hit Combo
  50.           -  >cb,f+2 or >f,f,2,(cb,f+1 or f,f,1 - f-roll d-df+5),repeat 
  51.                  '( )'
  52.                Other
  53.           -  ~cf,b+1
  54. Fulgore          -  ;fireball           roll d-f+(1,>2,3)    
  55.           -  ;2 fireballs       b,b,roll d-f+1        
  56.           -  ;3 fireballs       f,b,b,roll d-f+1
  57.           -  <claw charge       cb,f+(4,>5,6)
  58.           -  (:a)claw uppercut    f-roll d-df+(1,2,>3)
  59.           -  <~eye beam         roll df-db+(4,5,6)    
  60.           -  (:a)reflector      roll d-b+(1,2,3)
  61.           -  teleport(front)    b-roll d-db+(>1,2,3)
  62.           -  teleport(behind)    b-roll d-db+(4,5,6)
  63.           -  air toggle         b,b,roll d-f+1 or f,b,b,roll d-f+1 or 
  64.                                         [roll d-f+1]
  65.           Transition Moves
  66.           -  claw charge - claw uppercut(1)
  67.           -  teleport - fireball
  68.           -  teleport - claw charge
  69.           -  teleport - claw uppercut
  70.           -  teleport - eye beam 
  71.           -  teleport - reflector
  72.           -  teleport(1,2,4,5) - teleport(3,6)
  73.           Highest Non-Ultra Combo [16 hits]
  74.           -  cb,3,f+6,6,roll df-db+6,b,6,f+5,air toggle (opponent must be 
  75.                  crouching)
  76.           Highest Ultra Combo [34 hits]
  77.           -  cb,3,f+6,6,roll df-db+6,6,f-roll d-df+1 - roll df-db+6 --- 
  78.                  cb,f+5,air toggle (opponent must be crouching)
  79.           Other
  80.           -  reflector captures Sabrewulf's bat fireball    
  81.               -  >b-roll d-db+1 is not shadow >
  82. Glacius          -  ;fireball          roll d-f+(1,2,>3)
  83.           -  <shoulder charge    cb,f+(1,2,3)
  84.           -  dbl shoulder charge    cb,f+1,hold f
  85.           -  >spike uppercut    roll df-db+1
  86.           -  long jab           repeat 1
  87.           -  (:a)teleport uppercut    roll d-f+(<>5,>6)
  88.           -  teleport           roll d-f+4
  89.           -  air toggle         roll d-f+6
  90.           Transition Moves
  91.           -  teleport - fireball
  92.           -  teleport - shoulder charge 
  93.           -  teleport - spike uppercut
  94.           -  teleport - teleport uppercut(5)
  95.           -  teleport - teleport
  96.           -  teleport uppercut(5) - teleport uppercut(6)
  97.           -  teleport uppercut(6) - teleport uppercut(5)
  98.           -  teleport uppercut(6) - teleport uppercut(5),hold f
  99.           Double Transition Moves (can not do if jump,block,or press 1-6) 
  100.           -  teleport uppercut(6) - teleport uppercut(5) --- teleport 
  101.                  uppercut(6)
  102.           Highest Non-Ultra Combo [17 hits]    
  103.           -  cb,3,f+3,2,b+2,2,roll d-f+3,air toggle (opponent must be 
  104.                  crouching)
  105.           Highest Ultra Combo [35 hits]
  106.           -  cb,3,f+3,2,b+2,2,f+3 - cf,b+2 --- roll d-f+3,air toggle 
  107.                  (opponent must be crouching)
  108.               Other
  109.           -  ~cf,b+2
  110.           -  vs Glacius on Cinder,Orchid,or Spinal Stage both players roll 
  111.                  d-f+4 (0s) on the edge of the Stage - Glacius and Glacius 
  112.                  will be stuck together  
  113. Jago          -  ;fireball           roll d-f+(>1,2,3)
  114.           -  (;1)yellow fireball    hold 1,roll d-f+release 1
  115.           -  >(:a)uppercut      f-roll d-df+(1,2,3)
  116.           -  (:a)long uppercut    cf,roll d-df+3
  117.           -  <~flaming sword      roll df-db+3         
  118.           -  <:flying kick      roll df-db+(4,>5,6)
  119.           -  :flying kick       roll b-d+4
  120.           -  <:turbo flying kick     hold 6,roll df-db+release 6
  121.           -  air toggle         hold 2,roll d-f+release 2
  122.           Transition Moves 
  123.           -  fireball(1) - flying kick(6)
  124.           -  yellow fireball - flying kick(6)
  125.                 -  flying kick(6) - cb,f+6
  126.                -  turbo flying kick - cb,f+6
  127.           Double Transition Moves (can not do if jump,block,or press 1-6)
  128.           -  flying kick(6) - cb,f+6 --- b,f+6
  129.           -  turbo flying kick - cb,f+6 --- b,f+6
  130.           Highest Non-Ultra Combo [18 hits] 
  131.           -  roll d-f+1,roll df-db+6,b,f+6,5,roll df-db+3,5,1,f-roll 
  132.                  d-df+2,air toggle
  133.           Highest Ultra Combo [30 hits]
  134.           -  roll d-f+1,roll df-db+6,b,f+6,5,roll df-db+3,5,1,roll df-db+4
  135.               Other
  136.               -  >f-roll d-df+1 is not shadow >
  137. Orchid          -  ;laser disc         roll d-f+(1,2,>3)        
  138.           -  <(:a)cougar charge    cb,f+(1,2,3)
  139.           -  <kick charge       cb,f+(>4,>5,6)
  140.           -  <staff dash        roll df-db+(1,2)
  141.           -  >staff uppercut    roll df-db+3
  142.           -  air toggle          roll d-f+1
  143.           Highest Non-Ultra Combo [32 hits]
  144.           -  cb,f+6(must hit only once),1,b+5,1,f+6,b,1,f+6,b,1,f+6,1,roll 
  145.                  df-db+3,air toggle
  146.           Highest Ultra Combo [48 hits]
  147.           -  cb,f+6(must hit only once),1,b+5,1,f+6,b,1,f+6,b,1,f+6,b,1,
  148.                  f+2,air toggle
  149.           Other
  150.           -  ~cf,b+5
  151. Riptor           -  ";fireball          roll d-b+(1,2,>3)
  152.           -  <dashing charge    cb,f+(1,2,3)
  153.           -  :leap charge       cb,f+(<4,<5,>6)
  154.           -  <:rev leap charge    cf,b+(~4,5)        
  155.           -  claw slash         repeat 1 (0s) 
  156.           -  >slash uppercut    roll df-db+1
  157.           -  <flame              roll df-db+3
  158.           -  <(:a)spinning tail    roll df-db+(4,>5,"6)
  159.           -  air toggle         roll d-b+1
  160.           Transition Moves
  161.           -  dashing charge - cf,b+(3,4,5)
  162.           -  leap charge(6) - *fireball
  163.           -  leap charge(6) - *spinning tail(6)
  164.           Highest Non-Ultra Combo [19 hits]
  165.           -  cb,3,f+4,1,b+4,1,4,roll d-b+3,air toggle (opponent must be 
  166.                  crouching)
  167.           Highest Ultra Combo [33 hits]
  168.           -  cb,3,f+4,1,b+4,1,4,f+4,air toggle (opponent must be crouching)
  169.                Other
  170.           -  on Cinder,Orchid,or Spinal Stage,roll d-b+1. Riptor and the 
  171.                  opponent must be at opposite ends of the Stage. The opponent 
  172.                  must have only a few millimeters of red energy left. Right 
  173.                  before the fireball hits,cb,f+3 - Riptor will keep dashing 
  174. Sabrewulf     -  ;bat fireball      roll d-b+(1,2,3)
  175.           -  <claw charge       cb,f+(>1,2,3)
  176.           -  <~rev claw charge    cf,b+2
  177.           -  <>(:a)roll charge    cb,f+4
  178.           -  >dashing charge    cb,f+5
  179.           -  <weak dashing charge    c3b,f+5
  180.           -  <>(:1)pounce charge    cb,f+6        
  181.              -  howl               roll df-db+6
  182.           -  air toggle          cb,f+6
  183.           Transition Moves
  184.           -  dashing charge - cf,b+(4,5,6)
  185.           -  weak dashing charge - cf,b+(4,5,6)
  186.           Double Transition Moves (can not do if jump,block,or press 1-6)
  187.           -  dashing charge - cf,b+5 --- f,b+(4,5,6)
  188.           -  weak dashing charge - cf,b+5 --- f,b+(4,5,6)
  189.           Highest Non-Ultra Combo [22 hits]
  190.           -  cb,3,f+4,b,2,f+2,b,6,1,f+5,cf,b+2,f+4 (opponent must be 
  191.                  crouching)
  192.           Highest Ultra Combo [36 hits]
  193.           -  cb,3,f+4,b,2,f+2,6,1,b+4 - cf,b+2,f+4 (opponent must be 
  194.                  crouching)
  195.           Other
  196.           -  howl will give a flashing line
  197. Spinal        -  [;flaming skull    roll d-f+(1,2,3)]
  198.           -  [;2 flaming skulls    hold 1,roll d-f+(2,3)+release 1 or hold
  199.                                         2,roll d-f+3+release 2]    
  200.           -  [;fireball         roll b-f+(1,2,3)] (3 or more skulls)
  201.           -  [;2 fireballs      hold 1,roll b-f+(2,3)+release 1 or hold
  202.                                         2,roll b-f+3+release 2 (3 or more
  203.                                         skulls)
  204.           -  <flaming sword     cb,f+2
  205.           -  <~rev flaming sword    cf,b+2
  206.           -  <dashing shield    f,f,(>1,>2,>3)
  207.           -  absorbing shield    hold b+1
  208.            -  :slide             d+6
  209.           -  <:weak slide       roll b-d+6
  210.           -  >teleport(front)     d,d+(1,2,3)
  211.           -  >teleport(behind)    d,d+(4,5,6)
  212.           -  air teleport(front)    *hold 1,d,d+release 1
  213.           -  air teleport(behind)    *hold 4,d,d+release 4
  214.           -  air toggle         (roll d-f+1),repeat '( )'
  215.           Transition Moves
  216.           -  dashing shield(2,3) - cf,b+2
  217.           -  teleport - flaming skull
  218.           -  teleport - fireball
  219.           -  teleport - dashing shield
  220.           -  teleport - weak slide
  221.           -  teleport - teleport(1)
  222.           -  air teleport - flaming skull
  223.           -  air teleport - fireball
  224.           -  air teleport - dashing shield
  225.           -  air teleport - weak slide
  226.           Highest Non-Ultra Combo [21 hits]
  227.           -  cb,3,f+2,3,b+2,3,d,d+(1,2,3,4,5,6),air toggle(4x),hold 1,roll 
  228.                  d-f+2+release 1 (opponent must be crouching)
  229.           Highest Ultra Combo [29 hits]
  230.           -  cb,3,f+2,3,b+2,3,roll d-f+3 (opponent must be crouching)
  231.             Other
  232.           -  >d,d+(1,2,3,4,5,6),u  
  233.           -  vs Chief Thunder(>d,d+1,u) - Spinal will change into Chief
  234.              Thunder. If you are hit or leave the ground,you will change 
  235.                  back
  236.           -  vs Jago(>d,d+4,u) - Spinal will change into Jago. If you are 
  237.                  hit or leave the ground,you will change back
  238.           -  if Spinal absorbs 6 basic moves,or if he absorbs one more 
  239.                  basic move after skulls turn red he will explode and take 
  240.                  damage
  241.           -  do absorbing shield,then only hold 1 - Spinal will not explode
  242.           -  absorbing shield will give a flashing line        
  243.               -  >f,f,(1,2,3) are not shadow >
  244. T.J. Combo    -  <>backhand charge    cb,f+1
  245.           -  <dbl backhand charge    cf,b+1
  246.           -  <>:roll charge     cb,f+2
  247.           -  <>:tpl roll charge    c3b,f+2
  248.           -  >dashing charge    cb,f+3
  249.           -  <weak dashing charge    c3b,f+3
  250.           -  vertical knee charge    cb,f+5
  251.           -  <knee charge            cb,f+(4,>(:1)6)
  252.           -  punching bag       repeat 1 (0s)
  253.           -  wind-up punch      hold 3 for 3 sec,release - 3
  254.           -  air toggle          cb,f+3
  255.           Transition Moves
  256.           -  roll charge - cf,b+5    
  257.           -  dashing charge - cf,b+(1,2,3,6)
  258.           -  weak dashing charge - cf,b+(1,2,3,6)
  259.           Highest Non-Ultra Combo [24 hits]
  260.           -  c3b,3,f+2,b+1,f,5,b+1,f,5,b+1,f+1,cf,b+1,f+6,air toggle 
  261.                  (opponent must be crouching)
  262.           Highest Ultra Combo [42 hits]
  263.           -  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 
  264.                  toggle (opponent must be crouching)
  265.           Other
  266.           -  on Cinder,Orchid,or Spinal Stage,cf,b+1,f,b+3 for Ultra Combo
  267.                  on the edge of the Stage. The opponent must have only a few 
  268.                  millimeters of red energy left - T.J. Combo will do the Ultra
  269.                  Combo in midair
  270. Eyedol          -  (;1)fireball       roll d-f+(1,2,3)
  271.           -  (;1)3 fireballs    stomp - roll d-f+(1,2,3)
  272.           -  <dashing move      b,f+1
  273.           -  stomp              b+2
  274.           -  >(:a)club uppercut    b,f+3
  275.           -  <(:a)forward club move    uf or b,f+4
  276.           -  (:a)vertical club move    u or b,f+5
  277.           -  (:a)backward club move    ub or b,f+6
  278.           -  air toggle            b,f+1
  279.           Transition Moves
  280.           -  dashing move - f,b+(1,3)
  281.           -  stomp - b,f+1
  282.           -  stomp - 2
  283.           80 Hit Combo
  284.               -  >b,f+3,(air toggle),repeat '( )'
  285.           Other
  286.           -  club uppercut captures Sabrewulf's bat fireball
  287.           -  on Cinder,Orchid,or Spinal Stage,roll d-f+1. Eyedol and the 
  288.                  opponent must be at opposite ends of the Stage. The opponent 
  289.                  must have only a few millimeters of red energy left. Right 
  290.                  before the fireball hits,b,f+1 - Eyedol will keep dashing 
  291. Recover Moves
  292. -  must do 1 sec after falling 
  293. Chief Thunder -  roll d-b+(1,2,3)      Orchid        -  <(:a)cb,f+(4,5,6)
  294. Cinder          -  :f-roll d-df+(4,5,6)    Riptor          -  cb,f+(4,5,6)
  295. Fulgore          -  :f-roll d-df+(1,2,3)    Sabrewulf     -  cb,f+(4,5,6)    
  296. Glacius          -  roll d-f+(4,5,6)    Spinal          -  d,d+(1,2,3,4,5,6)    
  297. Jago          -  :f-roll d-df+(1,2,3)    T.J. Combo    -  cb,f+(4,5,6)
  298. 1,2,3,4,5,6 <
  299. -  opponent must be on ground
  300. -  *1,4   *3,5   *4,1   *6,2         
  301. Chief Thunder -  *2,6         Orchid        -  *2,6   *5,3   
  302. Cinder          -  *3,5   *5,3  Riptor        -  *2,6   *5,3   
  303. Fulgore          -  *2,6   *5,3  Sabrewulf     -  *2,6   *5,3
  304. Glacius          -  *2,6   *5,3  Spinal        -  *2,2   *2,6   *5,3
  305. Jago          -  *2,6         T.J. Combo    -  *2,3   *2,6   *5,3   *5,6
  306. Air Combos
  307. -  opponent must be in air
  308. -  must hit opponent
  309. Chief Thunder -  *(1,4),roll d-b+3     Orchid        -  *(1,4),f,b+3
  310.           -  *(2,5),roll d-b+1             -  *(2,5),f,b+1
  311.           -  *(3,6),roll d-b+2             -  *(3,6),f,b+2
  312. Cinder          -  *(1,4),f,b+3          Riptor         -  *(1,4),f,b+6    
  313.           -  *(2,5),f,b+1                     -  *(2,5),f,b+4
  314.           -  *(3,6),f,b+2                     -  *(3,6),f,b+5
  315. Fulgore          -  *(1,4),f-roll d-df+3  Sabrewulf     -  *(1,4),f,b+6
  316.           -  *(2,5),f-roll d-df+1             -  *(2,5),f,b+4
  317.           -  *(3,6),f-roll d-df+2             -  *(3,6),f,b+5
  318. Glacius          -  *(1,4),f,b+6           Spinal         -  *(1,4),f,b+6    
  319.           -  *(2,5),f,b+4                           -  *(2,5),f,b+4
  320.           -  *(3,6),f,b+5                     -  *(3,6),f,b+5
  321. Jago          -  *(1,4),roll df-db+6   T.J. Combo    -  *(1,4),f,b+6
  322.           -  *(2,5),roll df-db+4             -  *(2,5),f,b+4
  323.           -  *(3,6),roll df-db+5             -  *(3,6),f,b+5
  324. Combo Breakers
  325. -  can do after every hit of combo except for last
  326. -  (1,4) after (2,5) hit
  327. -  (2,5) after (3,6) hit
  328. -  (3,6) after (1,4) hit
  329. Chief Thunder -  roll d-b+(1,2,3)      Riptor          -  b,f+(4,5,6)
  330. Cinder          -  f-roll d-df+(4,5,6)   Sabrewulf     -  b,f+(4,5,6)
  331. Fulgore       -  f-roll d-df+(1,2,3)   Spinal         -  f,f,(1,2,3)
  332. Glacius          -  roll d-f+(1,2,3)      T.J. Combo    -  b,f+(4,5,6)    
  333. Jago          -  f-roll d-df+(1,2,3)   Eyedol         -  b,f+(1,2,3)
  334. Orchid          -  b,f+(4,5,6)    
  335. No Mercy
  336. -  opponent must have no bar and stunned
  337. Chief Thunder -  roll d-f+3 (2s-3s)    Orchid         -  b,f,f,1 (0s-1s)        
  338.           -  ___,5                             -  d,f,b+4,6 (0s-1s)
  339.           -  roll d-b+6 (0s-1s)             -  ___,6
  340. Cinder          -  ___,1                   Riptor          -  roll d-f+2 (0s-4s)    
  341.           -  b,b,b,2 (0s-3s)             -  b,b,b,5 (0s-4s)
  342.           -  roll d-f+4 (1s-2s)             -  f,f,b,6 (2s)
  343. Fulgore          -  roll d-b+3 (2s)       Sabrewulf     -  b,b,f,2 (2s)    
  344.           -  ___,4                             -  b,b,5 (0s-1s)
  345.           -  roll d-f+6 (1s-4s)             -  ___,6
  346. Glacius          -  roll d-f+2 (2s)       Spinal         -  ___,2    
  347.           -  roll d-b+5 (2s)             -  b,b,f,4 (0s-1s)
  348.           -  b,b,b,6 (0s-4s)             -  b,b,b,5 (0s-4s)
  349. Jago          -  b,f,f,1 (0s-1s)       T.J. Combo    -  b,f,f,2 (0s-1s)
  350.           -  b,b,f,f,2 (1s-4s)             -  ___,4
  351.           -  ___,6                              -  roll d-f+6 (0s-1s)
  352. Humiliations
  353. -  must have green bar
  354. -  opponent must have no bar and stunned
  355. -  0s-4s 
  356. Chief Thunder -  d,d,f+4           Orchid         -  roll d-f+3
  357. Cinder          -  b,b,b,6           Riptor          -  d,d,f,f+3
  358. Fulgore          -  roll d-f+5           Sabrewulf     -  f,f,f,1    
  359. Glacius          -  f,f,b,4           Spinal         -  roll d-f+6
  360. Jago          -  roll d-b+5           T.J. Combo    -  d,d,d,1            
  361. Shadow Moves
  362. shadow >      -  [hold (>)+release]
  363. Chief Thunder -  [*<hold 3,roll d-b+release 3]
  364.           -  [;hold 5,roll d-f+release 5]    
  365. Cinder          -  [roll f-b+1]                  
  366.           -  [hold 1,roll f-b+release 1]  
  367. Fulgore          -  [(:a)hold 3,f-roll d-df+release 3]        
  368.           -  [<hold 6,cb,f+release 6]        
  369. Glacius          -  [;hold 1,roll d-f+release 1]    
  370. Jago          -  [;hold 3,roll d-f+release 3] 
  371.           -  [<:hold 6,roll df-db+release 6]    
  372. Orchid        -  [<hold 2,roll df-db+release 2]    
  373.               -  [<(:a)hold 3,cb,f+release 3]    
  374. Riptor        -  [;hold 2,roll d-b+release 2]
  375. Sabrewulf     -  [<claw charge]        
  376.               -  [<:roll charge]       
  377.               -  [<(:1)pounce charge]    
  378. Spinal          -  [<flaming sword]           
  379. T.J. Combo    -  [hold 3,cb,f+release 3]
  380. Ultamite Combos
  381. -  opponent must have flashing red bar
  382. Chief Thunder -  ^roll df-db+2         Orchid        -  ^roll f-b+5
  383. Cinder          -  ^roll f-b+5             Riptor          -  ^roll b-f+1
  384. Fulgore          -  ^roll df-db+2         Sabrewulf     -  ^roll b-f+3
  385. Glacius          -  ^roll f-b+1           Spinal         -  ^roll df-db+1
  386. Jago          -  ^roll b-f+3           T.J. Combo    -  ^roll f-b+5
  387. Ultra Combos
  388. -  opponent must have flashing red bar
  389. -  [shadow ultra]
  390. Chief Thunder -  ^cb,f+1           Orchid         -  ^cb,f+2
  391. Cinder          -  ^cb,f+3 or ^f,f,3     Riptor          -  ^cb,f+4    
  392. Fulgore          -  ^f-roll d-df+1           Sabrewulf     -  ^cf,b+4        
  393. Glacius          -  ^cb,f+3           Spinal         -  ^roll d-f+3    
  394. Jago          -  ^roll df-db+4           T.J. Combo    -  ^cf,b+3
  395. Game Preferences
  396. Color Select          -  u/d at character select
  397. Random Select          -  u+start at character select
  398. Stage Select          -  u/d+any button or d+start at character select
  399.                          (2 player mode) 
  400. Chief Thunder Stage   -  d+1             T.J. Combo Stage      -  
  401. Cinder Stage          -  d+start or u+6     Eyedol Stage I        -  d+3
  402. Fulgore Stage          -  d+6               Eyedol Stage II       -  
  403. Glacius Stage          -  u+1             Castle Stage          -
  404. Jago Stage          -               Ice Stage             -  u+3
  405. Orchid Stage          -  u+5             No Corners Cave Stage -  u+2
  406. Riptor Stage          -  d+2             Street Stage          -  d+4
  407. Sabrewulf Stage          -  d+5             Cloud Stage           -  d+5 (both 
  408. Spinal Stage          -  u+4                                      players)    
  409. Music Select          -  u/d+any button or d+start at character select by the 
  410.                          player that did not select the stage after stage 
  411.                          select is performed (2 player mode)
  412. "Combo Breaker"       -  both players must hold d+start at animated vs screen 
  413.                          for 1 sec - you can now use any combo breaker against
  414.                          any combo
  415. Turbo                  -  both players must hold right+1+2+3 at animated vs 
  416.                          screen for 1 sec
  417. Eyedol Code          -  choose Cinder then hold right,1,4,3,5,2,6 at animated 
  418.                          vs screen 
  419. Other
  420. cb   -  can be cdb        >            -  only after 2 hits
  421. cf   -  can be cdf        b+2         -  opponent must be crouching (0s-1s)
  422. c3b  -  can be c3db        <b+3        -  opponent must be crouching (0s-1s)
  423. ~    -  only once in combo  turbo >     -  hold (>)+release 
  424. ~    -  only after 2 hits   last breath -  (b,f+1-6),repeat '( )' (must have no
  425.                                            bar and stunned) 
  426. Key
  427. 1     2     3            "       -  can also do in air
  428. 4     5     6          ^        -  only in combo
  429. c    -  charge(1 sec)   <       -  combo starter
  430. c3    -  charge(3 sec)   ~       -  combo extender
  431. b    -  back               >       -  combo finisher
  432. f    -  forward       ;       -  projectile
  433. u    -  up               :       -  anti-projectile
  434. d    -  down               ;1       -  projectile 1
  435. dbl    -  double       :1       -  anti-projectile 1
  436. tpl    -  triple       :a       -  anti-projectile and anti-projectile 1
  437. rev    -  reverse       [ ]       -  with flashing line
  438. sec    -  second       0s        -  touching opponent
  439. vs    -  versus       1s       -  1 step away
  440. ---    -  wait               2s      -  2 steps away
  441. +     -  and               3s       -  3 steps away        
  442. /    -  or               4s       -  4 steps away
  443. *     -  must do in air  4x       -  4 times
  444. Killer Instinct ver. 1.5
  445.  
  446.  
  447.  
  448.  
  449.  
  450.  
  451.