textfiles/games/FIGHTERS/ki_glac.txt

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