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