327 lines
13 KiB
Plaintext
327 lines
13 KiB
Plaintext
== GLACIUS GUIDE ==
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Version 1.4
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Killer Instinct
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Newest version always available
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via WWW at http://www.sas.upenn.edu/~csuh/glacius.html
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and via ftp at ftp.netcom.com
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and at ftp://brawl.mindlink.net/pub/ki/guides
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-- SECTION 1: DESCRIPTION --
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Height: 6'3" Weight: 300 Age: UNKNOWN
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An alien being from a distant planet. Crash landing on Earth, he was
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captured by Ultratech, hoping to prove the aliens are inferior, they
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force Glacius to fight for his life.
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He has a powerful frame, mostly white as if carved of ice, but with
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transparent arms which look like they're made of blue glass. They glimmer
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with light like the ripples in the bottom of a swimming pool, and can
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extend as far as Glacius wishes. His face is rather featureless, except
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for icicle-like "fangs" which protrude down from his jaw and angry
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glowing eyes. His powers are a cross between Iceman of the X-Men and the
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T-1000 from Terminator 2. Thus, at times his powers appear related to the
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cold, and other times he acts amoeba-like.
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-- Section 2A: GUIDE TO TERMINOLOGY --
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( / ): Or (+): And (,): Then (?): Unconfirmed/Unknown
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1: Quick High Attack 2: Medium High Attack 3: Fierce High
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4: Quick Low Attack 5: Medium Low Attack 4: Fierce
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=: Charge joystick in that position or hold that hold button down
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R: Release charged button
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F: Forward
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DB: Down Back D: Down DF: Down Forward
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QCB: Quarter Circle Back (D,DB,B)
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QCT: Quarter Circle Toward (D,DF,F)
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HCB: Half Circle Back (F,DF,D,DB,B)
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HCT: Half Circle Toward (B,DB,D,DF,F)
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QCDB: Quarter Circle Down/Back (DF,D,DB)
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-- 2B: SPECIAL MOVES --
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Blade QCDB+1
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Glacius' hand turns into a huge ice pick which he thrusts upwards with.
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This move is unblockable at the right range.
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Fist Extension Tap 1 multiple times
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Glacius' punches get extended range. A pretty weak move, but it's
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unblockable.
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Hammerhands B+3 while opponent is crouching
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Both of Glacius' hands morph into hammers, with which he clobbers his
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crouching opponent on the head.
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Iceball QCT+(1/2/3)
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Glacius kneels down, and slams his fist to the ground, creating an
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amoeba-like projectile which bounces forward.
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Rush =B,F+(1/2/3)
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Glacius rushes forward suddenly, slamming his opponent with his shoulder.
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Great for starting combos. If you have trouble doing this move, try
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hitting F a split second before the (1/2/3)
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Teleport QCT+4
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Glacius melts into a silvery puddle, sinks into the ground, and reforms
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behind his opponent. A great way to confuse opponents is to do the
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Teleport three or four times in a row, then after the last Teleport do an
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Uppercut. The opponent will almost always be blocking in the opposite
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direction (anticipating another Teleport). For a cheap hit, Teleport
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before the second round starts, and hit your opponent hard before he gets
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a chance to move. An interesting glitch is as follows: Play Glacius
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verses Glacius on a nonscrolling stage. Get both Glacii in the corner
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next to each other and have them do a Teleport at the same time. They
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will both appear in the same place and they will be stuck together. You
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can get unstuck by jumping.
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Uppercut QCT+(5/6)
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Glacius melts into his puddle form and slides towards his opponent. When
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he reaches his opponent he hits his opponent with a powerful uppercut.
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This move goes under projectiles. Don't do the Uppercut too often, as it
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is easily blocked and leaves Glacius open to attack.
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-- 2C: SHADOW MOVES --
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FLASHING POWER UP LINE
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Doing a combo breaker will cause the white vertical bar at the tip of
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your energy bar to start flashing. This is your Power Up line. You are
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now able to do Shadow moves and combos.
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SHADOW MOVES:
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Shadow moves not only go faster than normal, but they take off more
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damage. To do most shadow moves/combos simply hold the button, do the
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motion, then release the button. See (3D) for info on Shadow Combos. All
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of those have to be performed as endings. Glacius' Shadow Iceball,
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however, doesn't have to be done in the middle of a combo. The move is as
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follows:
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Shadow Iceball: =1,QCT+R1
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Doesn't have a cool shadow special effects, but is much faster than a
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normal Iceball.
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-- 2D: TRANSITION MOVES --
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Transition moves are special moves which start then immediately switch to
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another special move in the middle. Transition moves are useful for
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confusing opponents.
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Teleport Uppercut QCT+5, (QCT+6/QCB+6)
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Teleport Uppercut #2 QCT+6, (QCT+5/QCB+5)
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Glacius starts to do his normal Uppercut, but hits his opponent from
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behind instead of in front.
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Special Teleport Uppercut Teleport Uppercut #2, QCT+6
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After doing the Teleport Uppercut, Glacius will do his Uppercut again
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really quickly. It's almost unblockable.
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Teleport to Any Special Move QCT+4, any special move
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Teleport first, then do whatever special move you like as if you were
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facing forwards. In the case of the Rush, though, do B+(1/2/3) without
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charging first.
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-- 2E: OTHER MOVES --
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Air Combo Jump6,=F,B+5
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Do this in mid-air.
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Retaliation QCT+(4/5/6)
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This move can only be performed while you are getting up after
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falling. The Retaliation often catches your opponent off guard and can be
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used to defend against any unblockable moves opponents may use while you
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are getting up.
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DOUBLE MOVES:
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Double Rush =B,=F+1
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Double Uppercut QCT6,QCT+5,=F
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By holding the joystick forwards at the end of these moves, you will get
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a double move. You must hit opponent with the first hit for the second
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one to start, though.
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-- 2F: FINISHING MOVES --
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After defeating your opponent for the second time in a fight, you have
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the chance to perform one of the following Finishing Moves. Do it
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quickly, though, because if you wait too long your opponent can recover
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by wiggling his joystick.
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Needle Stab HCT+2
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1" away. Glacius stabs opponent with a needle extending from his hand,
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and freezes them.
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Humiliation F,F,B,4 (1-4")
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Make your dweeb of an opponent dance. When this move is done to Glacius,
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he turns to the players and does a shuffling, running-man type dance.
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Blob Engulf HCB+5 (1")
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Glacius turns amoeba-like, and engulfs his opponent. You can see your
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opponent's attempts to get out, to no avail.
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Acid Puddle B,B,B,6 (1-4")
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Glacius turns into a puddle, slides under opponent, and makes them dissolve.
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-- SECTION 3A: COMBOS --
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Combos are several moves strung together which are unblockable after the
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first hit. After you perform a combo, the announcer will yell out what
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type of combo it was. The components of a high hit combo are as follows:
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1) A first hit (from a typical approach) 3B
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2) its autosecond 3B
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3) the linker with its autosecond (=F,B+2,2) 3C
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4) an ending, ultimate or ultra (=B,F+3) 3D,3E
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-- 3B: FIRST HITS AND THEIR AUTOSECONDS --
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Alot of autoseconds may look like other moves
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FIRST AUTOSECOND TYPICAL APPROACH TO FIRST MOVE
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1 4 Crouch
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2 2/3 Rush 2
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3 1/2 Rush 3
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5 4/6 Uppercut 5
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6 2 Jump 6
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-- 3C: THE LINKER AND ITS AUTOSECOND: =F,B+2,2 --
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For really big combos, =F during the autosecond. Then Rush back with B+2,
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and enter 2's autosecond (2). The key is to charge up the Rush linker
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while the previous auto-second is running. Look at the example below (3G)
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if you have trouble understanding this. Finish the combo with one of the
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following moves:
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-- 3D: COMBO ENDINGS --
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To do a Shadow Combo, you first need to have to have a flashing Power Up
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line. Then, simply hold the button, do the ending motion, then release
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the button. For example, to perform the Blade Turbo Combo do: =1,QCDB+R1
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as the ending. See (2C) for more information. Do the same thing when you
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don't have a flashing line and you will do a turbo combo instead. Turbo
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Combos are like Shadow combos, but not as powerful.
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Uppercut 5
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Uppercut 6 juggle
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Blade juggle
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Iceball juggle
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-- 3E: GLACIUS' ULTRA AND ULTIMATE --
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These are special types of combos which can only be activated by a
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certain joystick and button combination after you have strung together at
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least 2 hits. They hit the opponent twenty times and can only be
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performed when the opponent's energy bar is flashing red.
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ULTRA: =B+F+3
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After stringing together at least 2 hits, do another Rush 3 (=B, F+3).
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Glacius goes house on his opponent, chopping him repeatedly with his
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blade. This juggles your opponent.
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Ultimate: HCB+1
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After stringing together at least 2 hits, do a HCB+1. Glacius' combo
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should end with his Acid Puddle Finishing move (2F). If you perform the
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Ultimate Combo with 6 hits or more, then when the opponent is about to be
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engulfed by the puddle, he bounces away instead and remains dizzy
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instead. It still counts as an Ultimate Combo but the opponent doesn't
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die. This glitch is corrected in the most recent KI chip.
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-- 3F: JUGGLING: QCT+6 --
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After you perform a combo that knocks the opponent high into the air, you
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can hit them as they are falling with an air juggle move. Glacius' air
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juggle is his Uppercut. It hits three times when you have a flashing
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Power Up line.
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-- 3G: EXAMPLE OF MAKING A COMBO --
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Let's start with a Rush 3, which is =B, F+3. According to section 3B, one
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should hit either a 1 or 2 for the autosecond. Let's use a 2. Meantime,
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we should keep the joystick held forward after the Rush, so we are
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charging it up while the autosecond gives you extra hits. Now complete
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the linker with B+2, and its autosecond, 2. Finally, let's complete with
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an Iceball 3 to juggle your opponent. Wait a bit and do an Uppercut 6 to
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hit him one last time. 14 hit Combo!
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EXAMPLE COMBO: =B,=F+3,2,B+2,2,Iceball 3,wait,Uppercut 6
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-- 3H: GOOD COMBOS --
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No Linker Combos
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6: =B,F+2,3,Uppercut 6
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8: =B,F+2,3,Blade,wait,Uppercut 6
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Linker Combos
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14: =B,=F+3,2,B+2,2,Iceball 3,wait,Uppercut 6
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14: Uppercut 5,=F,6,B+2,2,Iceball 3,wait,Uppercut 6
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Ultra Combos
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28: =B,=F+3,2,=B+2,2,F+3,wait,Uppercut 6
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28: Uppercut 5,=F,6,=B+2,2,F+3,wait,Uppercut 6
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Stun Combo:
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?: =B,3,F+(2/3),3
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?: =B,6,F+2,6,(Uppercut 6/Blade)
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?: =B,6,F+2,3
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?: =B,6,F+2,=B,F+2
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4: =B,F+2,=B,(3/6),F+2
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Other cool combos
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?: Uppercut 5,4,Blade
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SLOW ICEBALL COMBOS:
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=B,(3/6),F+2,6,Iceball 3
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=B,6,F+3,6,Iceball 3
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Do one of these combos, and when you end them with the Iceball 3, the
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combo gets put into slow motion. Timing is very important, and make sure
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not to ruin the combo by linking extra autoseconds.
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-- SECTION 4: COMBO BREAKING: B,F+(1/2/3) --
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Looks like Glacius' blade, but done with a different motion. Combo
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Breakers are special moves which are used to stop combos. They must be
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performed between hits in a combo. After you do the combo breaker, the
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line on your energy bar will start flashing. You do not need to charge
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Combo Breaker moves. The button of combo breaker depends on the button
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being used in the combo against you. Yes, I know that you can also use
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the Blade motion to break combos, but that's much harder.
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COMBO USES BREAK WITH
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1 3
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2 1
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3 2
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4 3
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5 1
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6 2
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CHARACTER BREAK WITH
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Cinder 1/3
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Fulgore 2
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Glacius 1
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Jago 1
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Orchid 2/3
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Riptor 1/2
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Saberwulf 1
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Spinal 2/3
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Thunder 2
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TJ Combo 1
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On the offensive side, sometimes it's better to use many short quick
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combos than long ones, to avoid getting a C-C-C-Combo Breaker!
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-- SECTION 5: Unblockable Attacks --
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Fist Extension
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Low punch (=D+2)
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Blade (At the right distances!)
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Special Teleport Uppercut (see 2D)
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-- SECTION 6: MISCELLANEOUS --
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GLACIUS' HOME STAGE IN TWO PLAYER GAME AS PLAYER ONE
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Hit Up and 1, when you select your character to get Glacius' home stage
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-- Section 7: RUMORS WHICH NEED CONFIRMATION --
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SHRINK
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Still working on it, but it's definitely possible. I think it's HCT and
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4, right after a combo. Can anyone confirm?
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AIR UPPERCUT
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Apparently, you can do the Uppercut in midair. Never seen it, and have no
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clue how to do it.
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-- Section 8: THE HAPPY ENDING --
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After he escapes from Ultratech's grasp, Glacius returns to the
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site of his crashed spaceship. With the advanced technology present at
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Ultratech, Glacius can take the materials he needs and repair his damaged
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ship. As the memories of the evil he faced at Ultratech slowly fade,
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Glacius begins the long arduous trek back to his home world.
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-- Section 9: CREDITS --
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Written in Courier 10, Complied by Chris Suh (csuh@mail.sas.upenn.edu)
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Please send any information or suggestions!
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Thanks to Dr. Daytona, Brett De Jesus, Henry Ha, Henry Vo, David Charles,
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Jon Coates (Thumper), Dave (Ether), Dave Kirsch (Mindlink), John Corey
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(Kunglao), Andy Eddy (ftp.netcom.com), Patrick (Punk), Son Nguyen and the
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people at University Pinball
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FIGHT ON!
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