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- Mac users: this file is easiest to read in an 80-character-per-line
- non-proportional font, such as Courier.
-
- ----------------------------------------------------------------------
- The FINAL Killer Instinct Hint File
- Last Modified December 30, 1994
- Copyright (c) 1994 by Grant Bugher
- ----------------------------------------------------------------------
-
-
- This is the FOURTH EDITION of the FINAL Killer Instinct Hint File.
- This file is freely distributed and may be uploaded or copied in
- ORIGINAL, UNMODIFIED FORM (electronic or paper) without compensating the
- author.
-
- ALL OF THESE MOVES AND FATALITIES ARE FULLY CONFIRMED. ALL OF THEM
- WORK EVERY TIME YOU DO THEM RIGHT. I didn't put any so-called
- "unconfirmed" (i.e. probably imaginary) moves in here. If one doesn't
- work, it's because you didn't do it right. :) Everyone has at least two
- fatalities and one humiliation, but I don't yet have all of them. This
- file is for what is currently (to my knowledge) the latest version of KI,
- version 5.0. If you have a character named "Meltdown" in your game, you
- have an old version.
-
- Fatalities can be preformed when your opponent has exactly zero health
- (the machine chants "Danger!" to him in this state.) If you're on a
- level that's at the top of a building, you can do a charging move or a
- projectile throw to knock your opponent off the building. Also, if you
- find yourself at zero health yourself, just keep hitting buttons and
- moving the joystick -- you are not actually dead, just stunned. You CAN
- break out of this state, and your health bar actually goes back up from
- zero (not by much, though.) You are also Charged (see below) by this
- action.
-
- Humiliations can only be preformed when your opponent is at exactly zero
- health, and you are still on your first (green) energy bar. They are
- done just like fatalities, and cause your opponent to dance around like a
- moron.
-
- For those of you who have seen other KI hint files, it may seem to be
- missing a little. There is a reason for this - it is missing all the moves
- and combos that don't work anyway. Naturally, it is missing some things
- that DO work, too, but that's because I only put in this file things I have
- done myself. That way, I'm sure they're right.
-
- Please send E-Mail with any additions, corrections, or comments about
- this list. I know it is not complete. If YOU have done something not on
- this list YOURSELF, E-mail it to me. You will be given credit for your
- contribution. Please send any fatalities, combos (especially Ultimates),
- or special moves you find. However, I do not want you to send me something
- you found on another list or that someone else showed you unless you did it
- yourself. I am Vylanis on America Online, so my Internet address is
- vylanis@aol.com
-
- - Vylanis
-
- P.S. Also check out the other FINAL lists, like the FINAL Mortal
- Kombat Hint File v3 or the FINAL Mortal Kombat II Hint File v9 (my most
- popular.)
-
- B = Back QP = Quick Punch QK = Quick Kick aP = Any Punch Button
- F = Forward MP = Medium Punch MK = Medium Kick aK = Any Kick Button
- D = Down FP = Fierce Punch FK = Fierce Kick
- U = Up
-
- A Comma, as in "QP, QK", means to hit one button, then the other. A plus,
- like "MP + MK", means to push both buttons at the same time. A plus and
- parentheses, such as "FP + (D, B)", means to hold down one button and press
- the others. These all apply to joystick motions as well as buttons. "To",
- like in "D to F, HP" means to start with the first direction and "roll" the
- joystick to the second, similar to the movement in throwing a fireball in
- Street Fighter II. In moves with an aP or aK in them, which button is used
- determines the strength or duration of the move. Also, some moves will
- last longer if you hold down the button used to finish off the move.
- Finally, any move that is "B, F + " then a button requires that you hold
- back for a second or two before doing the F + button.
-
- The motion "F to D" is kind of tricky. It is not really just a
- quarter-spin - it's a bizarre motion unique to KI. Some people say it's
- "Forward, down, down-back," while others say it's a spin from just above
- Forward to just below Back. Personally, I do a quarter-spin F to D. Use
- whatever motion seems easiest and works for you.
-
- After each fatality listed, a range is given. These are defined as:
- Close As close as you can get without pushing them.
- Sweep A couple inches away, the range of a foot sweep (D+FK).
- Anywhere Anywhere on the screen.
- Not Close Anywhere on the screen EXCEPT close.
-
- ----- CHARACTER SELECTION TRICKS -----
-
- When selecting a player, you can hit U + Start to have the computer
- randomly select a player for you. This makes two-player games more fair.
-
- Immediately on selecting a player, if both players hold D + Start
- until the fight begins, the machine will yell "Combo Breaker!" and no
- combos beyond Hyper (5-hit) will be allowed. They simply won't work.
-
- When selecting a player, press up or down to change his color. You
- cannot pick the same color as your opponent, even if you're different
- characters.
-
- When you're the first player to be selecting a character, press either
- up or down at the same time as you press a button to select him, and you
- can choose what background to fight on. Which button and direction you
- press determines the background. If the second player does this too, he
- selects the music, not the background.
-
- If both players press down and Medium Kick simultaneously to select
- the stage, you will fight on a small platform in the sky. This stage is
- unique because players can be knocked off in the middle of the round,
- rather than only at the end. If the first player uses up and Medium Punch,
- you will be in the extremely long dungeon stage and not have to worry about
- getting trapped in the corner.
-
- ----- COMBOS -----
-
- Combos in KI are totally unlike those in any other fighting game. You
- do NOT preform every move in a combo -- instead, you preform a few of the
- moves, and the computer automatically inserts a few extra hits for you.
- Thus, specific combos are almost like special moves, so I'll list my
- favorites in the file right alongside them. Note that I only list the
- longest combo I know that uses a series of moves -- if I list an 8-hit
- combo, you can probably leave off the last move or two and get a 4-hit
- out of it. Normally, "my favorite" combos are ones that are VERY EASY to
- get off, compared to others. Also, having a long combo doesn't
- necessarily mean more damage -- Orchid has a Killer (12-hit) combo that
- does less damage than most Super (4-hit) combos.
-
- Certain Combos can only preformed when the enemy is already very low on
- health. These are nearly useless (since one hit will kill them, why do a
- 28 hit combo?), but they look really cool and impressive, so I'll put 'em
- in anyway. There are two types: Ultra Combos (which just hit them a lot)
- and Ultimate Combos (which end in a fatality!) To do an Ultra combo, your
- opponent must have a flashing red energy bar (near death.) You must begin
- any combo, and then do the Ultra combo move during it - your character will
- suddenly develop a mind of his own and begin trashing his opponent.
- Ultimate combos are done the same way, but I haven't confirmed any of them.
-
- Unlike in MK2, when someone is doing a combo to you, you CAN get out of it.
- Just do a special move called a Combo Breaker, and you'll hit them while
- they're doing the combo (not do mention you get tons of points and hear the
- machine yell "Combo Breaker!" with a few extra "c"s.) This is vital when
- someone starts into that 10-hit Monster Combo when you're low on health.
- Most KI hint files list specific special moves as Combo Breakers, but I
- don't believe this. I think that any non-projectile special move will
- break a combo if timed right -- I have broken combos with Spinal using
- three different special moves, not just the one everyone says is his "Combo
- Breaker." Nevertheless, I have put a * by each move that I have used to
- break a combo.
-
- When trying to find new combos, remember that the buttons are somehow
- linked to each other. If you do a special move, try immediately
- attacking with the linked button. The links are: Quick Punch to Quick
- Kick, Medium Punch to Fierce Kick, and Fierce Punch to Medium Kick. Most
- combos play off of these links. The MP to FK link is the most useful -
- after any jumping fierce kick, you can do 3 medium punches and a special
- move, making for a reasonably big combo, usually 8 or 9 hits.
-
- Some sets of moves are combos with almost everyone. The above-mentioned
- Jumping FK, 3 MPs, Special move is one of these. In addition, many
- characters have a rushing/charging move - doing this move, then 2-3 presses
- of the linked button or a different set of linked buttons, followed by
- another special move, will often result in a combo. These "leads" are
- important when you want to do an Ultra (remember, you must already be doing
- a combo to start an Ultra.)
-
- Also, in combos, some moves will have effects when reversed. For example,
- Glacius's charge is B, F + aP. In a combo, doing F, B + MP (you hold
- forward just like you hold back when doing the normal move) will do 3-4
- hits, including some stabs with the ice knife. Several moves do this -
- You'll notice many Ultra combos are a reversed special move.
-
- Whenever combos are listed in this file, assume all special moves in
- the combo are done with the strongest button they work with (for example,
- Glacius can throw a bouncing ball with any punch button -- in a combo,
- use Fierce Punch) unless otherwise indicated (i.e. a Quick Bouncing Ball
- would be to throw a bouncing ball using QP rather than FP.)
-
- ----- CHARGING UP -----
-
- Certain actions will cause your character to become "charged." In this
- state the white bar at the end of your energy bar pulses, and you have
- certain special powers. First of all, certain special moves, when done
- in a combo, will develop a "shadow" and do incredible damage - which
- moves do this is different for each character. Second, "air juggling"
- will be tripled - if you knock your opponent far into the air, you can
- normally do some move (like Glacius's Melt-Uppercut) that will knock them
- into the air AGAIN when they come down. When "charged," the "air juggle"
- will hit three times. Third, you seem to just do more damage when
- charged. This would account for people's tendencies to get miraculous
- victories after coming back from the dead.
-
- To become "charged," there are three appearent methods. First, break
- a combo. As soon as you do a Combo Breaker, you become charged.
- Second, come back from the dead. A person who has broken out of the
- Danger state stays charged until either he or his opponent is dead.
- Finally, two characters can charge themselves. Sabrewulf's Wolf Howl
- move will cause him to become charged for no appearent reason, and if
- Spinal absorbs a special move with his shield, it will charge him.
-
- This has nothing to do with moves listed as "charges" below -- that's
- just a generic term for a move that causes you to rush forward and hit
- your opponent.
-
- ----- SPECIAL MOVES AND COMBOS -----
- (Fatalities are listed indented one space)
-
- ----------------------------------------------------------------------
-
- Cinder:
- Torpedo F, F, aP (also works in the air)
- Flame Thrower (short) B, B, QP
- Flame Thrower (long) F, F, FK
- *Flip Kick F, D to F, aK
- Tracer F to D to B, MP (immune to projectiles)
- Invisibility F to D to B, FP (well, almost invisible)
-
- Blaster Combo Jumping FK, 3 MPs, Flip Kick, Torpedo
- King Combo Medium Torpedo, QP, QK, Flip Kick, Torpedo
-
- Lava Pool B, B, B, MP (anywhere)
- Meltdown B to D to F, QK (close to sweep)
- Humiliation B, B, B, FK
- Ultra Combo F, F, FP
-
- The flip kick is the ultimate defensive move. Master it, use it
- frequently, because it's what makes Cinder viable. Never use
- Invisibility against the computer, though the Tracer is useful.
-
- ----------------------------------------------------------------------
-
- TJ Combo:
- Spinning Punch B, F + QP
- Rolling Punch B, F + MP
- Charge B, F + FP
- Horizontal Knee B, F + QK
- *Vertical Knee B, F + MK
- Strong Horizontal Knee B, F + FK
- Winding Uppercut FP + (B, D) (release and FP again to punch)
-
- Awesome Combo Rolling Punch, 2 FKs, Spinning Punch, Charge
- Neck Breaker B, F, F, MP (close)
- Camera Smasher B to D to F, FK (close)
- Humiliation D, D, D, QP
- Ultra Combo F, B + FP
-
- This guy can be a GREAT defensive player. Since all his moves start
- out by holding back, you can block in place, then retaliate instantly
- when hit. He is probably the easiest character to beat Eyedol with.
- By the way, playing total defense will likely make people mad at you.
-
- ----------------------------------------------------------------------
-
- Fulgore:
- 1 Lightning Bolt B to D to F, aP
- 2 Lightning Bolts B, B to D to F, QP
- 3 Lightning Bolts F, B, B to D to F, QP
- Eye Lightning F to D, FK
- Charge B, F + aK
- *Dragon Punch F, D to F, aP
- Teleport Ahead B, D to B, aP
- Teleport Behind B, D to B, aK
- Reflect F to D to B, aP (returns projectiles)
-
- Awesome Combo Charge, FK, Dragon Punch
- Killer (13-hit) Combo Charge, FK, Eye Lightning, 3 QPs, Dragon Punch
-
- Fry F to D to B, FP (sweep - very tricky)
- Machine Gun B to D to F, FK (not close)
- Humiliation B to D to F, MK
- Ultra Combo F, D to F, QP
-
- Fulgore is excellent in the hands of a good player. Play defensive --
- stand back and make use of the double and triple lightning. You can
- reflect their projectiles, and if they get in close, block and retaliate
- with a charge like Combo. When the charge hits, press FK then make up a
- combo. :)
-
- ----------------------------------------------------------------------
-
- Glacius:
- Bouncing Ball B to D to F, aP
- *Charge B, F + aP
- Melt Uppercut F to D to B, MK or FK
- Melt Teleport F to D to B, QK
- Ice Knife F to D, QP
-
- Blaster Combo Jumping FK, 3 MPs, Bouncing Ball, Melt Uppercut
- Blaster Combo Charge, 3 MPs, Bouncing Ball, Melt Uppercut
-
- Pool of Acid B, B, B, FK (anywhere)
- Freezing Icicle B to D to F, MP (sweep)
- Bubble 'o' Death F to D to B, MK (sweep)
- Humiliation [unknown]
- Ultra Combo B, F + FP
-
- Glacius is easy to learn, but it is a challenge to beat a good player
- with him. Use the melt-uppercut frequently to knock your opponent out of
- the air, but never do it when he can block - it invites a devestating
- combo. The melt teleport followed by an ice knife can catch many people
- off guard. Also, Glacius's jumping kick is good for knocking players out
- of the air.
-
- ----------------------------------------------------------------------
-
- Jago:
- Green Fireball D to F, aP
- Golden Fireball QP + (B to D to F)
- Flying Kick F to D, aK
- *Dragon Punch F, D to F, aP
- Blade Slash F to D, FP
-
- Neuter B, F, F, QP (close)
- Car Drop B, B, F, F, MP (not close)
- Humiliation F to D to B, MK
- Ultra Combo D to B, QP
-
- Jago's moves take considerable practice to get off, especially the
- blade slashes and the flying kick. I personally do them the way
- mentioned above, but I have heard many other methods for doing them, and
- seen people use them. I just know that my way usually (but not always)
- works for me.
-
- ----------------------------------------------------------------------
-
- Orchid:
- Tiger Morph B, F + aP
- Fireball B to D to F, aP
- *Helicopter B, F + aK
- Backflip Kick B + FK
- Blade Spin F to D, FP
-
- Awesome Combo Jumping FK, 3 MPs, Fireball
- Killer (20-hit) Combo Helicopter, 3 QPs, repeat 3 times
-
- Frog D to F to D to B, QK (close) (pause, then FK)
- Flasher B, F, F, QP (close to sweep)
- Humiliation F to D to B, FP
- Ultra Combo B, F + MP
-
- The only way to win with Orchid is to be combo-happy - she has
- rediculously long combos (in excess of 20 hits.) When doing the 20-hit
- "endless combo," hold back for the next Helicopter while you do the 3
- QPs, otherwise you won't be able to do the next Helicopter in time to
- make it a combo.
-
- ----------------------------------------------------------------------
-
- Riptor:
- Fireball F to D to B, aP
- Downward Fireball F to D to B, aP (just do it in the air)
- Fire Blast F to D, FP
- Charge B, F + aP
- *Claw Leap B, F + aK
- Tail Flip F to D, FK
-
- Yummy B to D to F, MP (sweep)
- Acid Spit B, B, B, MK (sweep)
- Humiliation [unknown]
- Ultra Combo B, F + QK
-
- Riptor's Claw Leap is an excellent defensive move - it must be blocked
- or countered from a great distance. Charge and follow up with linked
- buttons and special moves to get some great Riptor combos. Contrary to
- popular belief, you don't have to be combo-happy (like the computer) to
- win with Riptor - but you do need great timing so as to counter your
- opponent's moves with your own. Blocking and retaliating with the Charge
- or Claw Leap is also effective.
-
- ----------------------------------------------------------------------
-
- Sabrewulf:
- Fire Bat F to D to B, aP
- Spinning Claw Attack B, F + aP
- Rolling Claw Attack B, F + QK
- *Vicious Claw Attack B, F + MK
- Flying Claw Attack B, F + FK
- Charge Howl F to D, FK
-
- Screen Smash B, B, F, F, MK (close)
- Claw Stab B, B, B, MK (close)
- Humiliation F, F, QP
- Ultra Combo F, B + QK
-
- Sabrewulf strategy goes about like Combo's or Riptor's - defend and
- retaliate. However, unlike Combo, Sabrewulf can go on the offensive
- and still be effective, as long as you time it right so as to hit when
- your opponent is beginning a move. Like Combo, though, a missed
- Sabrewulf charge leaves you horribly open, so be conservative.
-
- ----------------------------------------------------------------------
-
- Spinal:
- *Charge F, F, aP
- Slide D + aK
- Teleport Ahead D, D, D, aP (goes in front of enemy)
- *Teleport Behind D, D, D, aK (in back of enemy)
- Absorbtion Shield B + QP (absorbs special moves)
- Flaming Skulls B to D to F, aP (must have moves absorbed)
- Combo Morph D, D, D, anything (must be done during a combo)
- Blade Slash B, F + MP
-
- Awesome Combo Jumping FK, 3 MPs, Combo Morph
- Awesome Combo Charge, 3 MPs, Combo Morph
-
- Hell B, B, B, MK (anywhere)
- Shield Slash B, B, F, QK (close)
- Humiliation B to D to F, FK
- Ultra Combo D to F, FP
-
- Which button you press to do the Combo Morph determines which of your
- opponent's combos you will do. Be careful not to overload the absorbtion
- shield - too many skulls, and you electrocute yourself. Also, try combos
- ending a fireball or the blade slash - they're harder to do, but if you
- managed to follow one of THOSE with a Combo Morph...
-
- ----------------------------------------------------------------------
-
- Thunder:
- *Mohawk Attack F to D to B, FP
- Reverse Mohawk Attack B to D to F, FP (only in air)
- Axe Spin B, F + aP
- Flaming Eagle B to D to F, aK (can aim up or down with stick)
-
- Awesome Combo Axe Spin,MP,F+FK,Medium Mohawk Attack,Mohawk Attack
-
- Rain Dance B to D to F, FP (sweep)
- Axe Chop F to D to B, QK (sweep)
- Humiliation [unknown]
- Ultra Combo B, F + QP
-
- Thunder's Mohawk Attack is as effective a defense as Cinder's flip
- kick - in fact, they are very similar moves. If you miss a Mohawk Attack
- and go over your opponent, immediately do the reverse - you will turn
- around in mid-air and pounce them. The Axe Spin is a Triple Combo in and
- of itself, but also leaves the opponent open for more deadly combos, like
- the Awesome above.
-
- ----------------------------------------------------------------------
-
- SPECIAL THANKS TO:
-
- algoron@aol.com - for playing against me a lot.
- floyd@ripco.com - for the KI FAQ, which got me started.
- goodwin01@aol.com - for lots of stuff.
- thrax@aol.com - for playing me and helping me find combos.
-
- ALSO THANKS TO:
-
- c603140@mizzou1.missouri.edu jbdean@email.oit.unc.edu
- catswold@aol.com matt00z@aol.com
- deathblow1@aol.com (olsospe@elof.acc.itt.edu)
- druboy@aol.com rboenau@lonestar.jpl.utsa.edu
- earlbriano@aol.com tim100000@aol.com
- hjw106@psu.edu toddsvr@aol.com
- hqn6926@usl.edu whitdani@cwis.isu.edu
- iceberg@clam.rutgers.edu
-
- ----------------------------------------------------------------------
-
- CLOSING COMMENTS:
-
- Please don't make this another MK2. I'm so sick of recieving
- "information" that people made up. Don't send me any "my friend saw
- someone else do..." type moves. If YOU haven't done it YOURSELF, keep
- it to yourself. If, however, you HAVE done something not on this list,
- especially something marked [unknown], PLEASE send it to me.
-
- Also, support awesome games! This is the best fighting game ever created
- - something I never thought I'd say about a game without a "Block"
- button. :) Buy a Nintendo Ultra64 (when they come out in a few months),
- so they'll make more stuff like this!
-
- Thanks,
- Vylanis
-
-