From: ocfernan@newstand.syr.edu (Orlando C. Fernando) Newsgroups: rec.games.video.arcade Subject: KI2: OCF'S KIM WU Beginner's Guide V1.0 Date: 9 Sep 1996 03:55:09 GMT Killer Instinct 2 Kim Wu Beginner's Guide Version 1.0 by Orlando C. Fernando ocfernan@mailbox.syr.edu last updated: September 8, 1996 This guide is meant to get KI2 players started on using Kim Wu, probably the most diversified character in the game in terms of special move ranges and far and near contact gameplay. The terminology used will be kept on a simple level, not using the trad itional abbreviations and numerical button notations. It is meant for anyone familiar with seeing the KI series but not with using Kim Wu's character nor the complex combo system this game carries. I hope this helps in particular those enthusiastic to p lay her (or some KI2 character at least) but is intimidated by the combo system, abbreviations, or colossal skill level of the local competitors. It helps somewhat if you had already played KI1 decently and can do on it at least 5 hit combos and an ultra . This guide, hopefully, will grow with more strategy as I gain more experience with her myself (I'm intermediate now) When you get more advanced, I recommend one of the many extensive KI2 faqs out there on the World Wide Web, Usenet newsgroups, or ftp sit es. Among the best I've seen and followed is Patrick McCarron & Aaron Stroot's guide (pat@rat.org, kano@rat.org) found on the web (as of this date) on http://www.southwind.net/~scorpion/ki2/ki2.html . Section 1: Basic Moves I will be using my own terminology here, so bear with me. I try to use terms more illustrative of what the moves actually do, so I may frequently stray from KI's official terminology. (Many players I know refer to the joystick motions rather than the te rminology anyway!) Eventually I'll abbreviate to "D" for Down, "F" for Forward, "B" for Back, and combine letters for diagonals (for e.g., "DF" for the Down-Forward diagonal position). "Light," "Medium," and "Fierce" refer to the different button streng ths of kicks and punches, from weakest to strongest. I only show the moves I use which I feel is adequate for a beginner, so this is not an exhaustive list, consult another FAQ for remaining super/shadow moves. Fireball: Down - Down Forward - Forward - Medium Punch OR Down - Down Forward - Forward - Fierce Punch (faster fireball) -you can do this motion after jumping to throw a horizontal air fireball & don't have to wait for one to disappear before firing the next one. Can use any jump (forwards, backwards, straight up) & at any height -voice effect: like "Potato Chip" or "Caucasian" Diagonal Air Fireball: Jump - Down - Down Back - Back - Any Punch -this sends a fireball angled towards the ground -can use any jump (forwards, backwards, straight up) & at any height -once again, like with the ground fireball, the strength determines the speed, except that you may now use Light Punch as well. Fireflower: Down - Down Forward - Forward - Light Punch -emits a stationary blue spark which can catch oncoming and jumping players up close, unless they initiate a combo first. Double Kick: Down Forward - Down - Down Back - Fierce Kick -does about 1/2 screen range extending kick followed by another. -voice effect: like "Ow! Ow!" Single Extending Kick: Down Forward - Down - Down Back - Fierce Kick -supposed to be useful in certain advanced combos. -voice effect: like "Ow!" Double Whip: Down Forward - Down - Down Back - Fierce Punch -does 2 quick snaps of the numchucks which has short range (one body length). -voice effect: like "[Swish] [Swish] Ryback" or "Way back!" Single Whip: Down Forward - Down - Down Back - Medium Punch -does 1 quick snap, so quick has no time to say anything ;) Split Kick: Down Back - Down - Down Forward - Fierce Kick -hops horizontally then lands at opponent's knee level in a split. Medium Range. -can be used to air juggle in a combo -voice effect: like "Whooah! [Phummf]" Roll Forward: Tap Forward twice -if close to opponent, will come up on the other side Super Uppercut: Down - Down Back - Back - Half Circle Forward - Fierce Punch [half circle forward involves pushing Back - Down Back - Down - Down Forward - Forward] -super move that's only available if you have at least 6 marks of super energy. -will do a Hyper 5-hit combo at most and takes considerable damage. -can also be done after getting up, after rolling, to end a regular combo, or to end the ultra. Super Whip: Half Circle Back - Forward - Fierce Punch [half circle back involves pushing Forward - Down Forward - Down - Down Back - Back] -super move that's only available if you have at least 3 (?) marks of super energy. -will do about 5 whips (5 hits) -can only use in a combo, and can be used in the middle of it. Uppercut: Forward - Down - Down Forward - Any Punch [her recovery move] -can execute only when getting up from a trip; Fierce has decent horizontal and good vertical range. -at times, if you listen closely she'll call out like Jago "Ogalaby"! ? ) ? ) COMBO BREAKER: Forward - Down - Down Forward - Any Punch or Kick -use punch to break an opponents kicking portion of a combo; kick to break an opponent's punching portion of a combo. -resembles her uppercut. JUGGLE STARTER: Down Back - Down - Down Forward - Medium Kick -hits jumping in opponents & can follow-up with a Split Kick (wait a bit) for 2-hit combo. -can be used to end a combo & has enhanced hitting power if used as her 5th ending combo. ULTRA: Down Back - Down - Down Toward - Light Kick Section 2: Combo System Fundamentals The tricky thing about the combo system in KI2 is that doing different kinds of combos actually improves your hitting ability, otherwise you'd be forever dazed as to how everyone is putting more and more hits on you over time! A combo at the basic level is a starter, a linker, and an ender. Most of her combos explained here will follow that formula, with some variation in the middle at times. I'll try to explain it in a tutorial sort of way so you can practice this vs. the co mputer when the competition is low. (Again, this is meant to a beginner level of understanding, so don't expect her huge 73 hit combo explained or shown here! This is just KI2 for the rest of us! :) ) Kim Wu can start a combo with (in order of easiest to hardest) her double kick, double whip, or split kick. (It significantly helps to follow the Split Kick with a crouching Fierce Punch, then chain into another starter.) She also can, like anyone else, start with a jumping in attack or a ducking attack. There are more, but these are the essentials. Kim Wu can link from (in order of easiest to hardest) an opener using her double whirlwind kick (simply Forward - Fierce Kick), Super Whip, or Medium Punch - Light Punch. This list is, by no means, all; but those are the three main linkers I work with be st. (You can actually use the whirlwind as a starter, but it often can get you into trouble.) Kim Wu can end a combo with her double whip, double kick, split kick, fireflower, juggle starter, or Super Uppercut. (Again, list not exhaustive.) Part of the beauty of memorizing her combo system is that, as you can see, 3 of her starters are also her enders! Another beauty is that you don't need to have a linker if all you want to do is end with these 3! (lacking in the hit department, but just the same a solid combo) So here are a few sample of combos that you can do [hits shown are the minimum non-built combo values]: Double Kick - Double Kick (Triple Combo) Double Kick - Whirlwind Kick - Split Kick (Hyper 5-hit Combo) Double Whip - Double Whip (Triple Combo) Double Kick - Whirlwind Kick - Fireflower (Hyper 5-hit Combo) Jump In Fierce Kick - Double Kick - Juggle Starter - wait, Split Kick (Hyper 5-hit Combo) Crouching Fierce Punch - Double Whip - Double Kick (Super 4-hit Combo) Double Whip - Super Whip - Double Kick (approx. 8 hits) Double Whip - Super Whip - Forward + Fierce Kick - Split Kick (approx. 9hits) Double Kick - Forward + Fierce Kick - Super Uppercut (Blaster 9-hit damaging Combo!) To get a bit fancier, you can add a throw to your combo (Foward + Fierce Punch) with the help of the Med - Light Punch linker and get a nifty air juggle that way: Double Kick - Medium Punch - Light Punch - Forward + Fierce Punch (Hyper 5-hit Combo) Double Kick - Medium Punch - Light Punch - Forward + Fierce Punch - Double Kick (6-hit Combo) Double Kick - Medium Punch - Light Punch - Forward + Fierce Punch - Whirlwind Kick (6/7-hit Combo) Double Kick - Medium Punch - Light Punch - Forward + Fierce Punch - Jump + Fierce Kick - Any Diagonal Air Fireball (7-hit Combo) In the 2nd combo aforementioned, both kicks won't connect, thus 6. On the 3rd combo, it can be tricky to get the 7th hit, as the first whirlwind kick may just connect. I'm still getting the timing down, but if you want to get at least the 6th hit, execu te the whirlwind right after the throw. I'm still working on perfecting the 4th combo, as the air fireball is tricky to get out soon after the kick. Now the easiest way to make your combos longer is to do more of them, namely to each one of the 4 ender "builders" (double whip, double kick, split kick, & fireflower). It doesn't matter what starters or linkers you use, just get to the enders! As long as you do a different ender each combo time, you will build each subsequent ender. In other words, each time you do a new one, you'll increase the hit capacity of all the enders by 1. For example, if you did the Double Whip ender first, then should you choose to do the Fireflower next, it will end with two hits (instead of the normal one), and so on. If you successfully do all four enders, aside from being able to now show-off 4 hits off all the enders now, you'll be awarded with a powerful 5th ender , which is that juggle starter I introduced you to (Down Back - Down - Down Forward - Medium Kick). You'll now find when you execute it, instead of doing just a one-hit rise, it will go insane kind of like Chun-Li's air kick with flames, giving you 5 hits to end with! :) There are two troubleshooting ways of knowing if you have the maximum build of your enders (4 hits): (1) trying any of the enders and seeing if you get an additional hit from it; if not then you already used this ender to build and need to try another on e (2) trying what will be your 5th special ender (the juggle starter) and simply seeing if it goes berserk or simply just hits them once in the air. Here's a very rough chart of what the enders should look like as they build (forgive my bad memory): Fireflower: (no builds) Air Fireball or Normal Fireflower (level 2) Air Fireball - Ground Fireball (level 3) Air Fireball - Ground Fireball - Air Fireball (level 4) Air Fireball - Ground Fireball - Air Fireball - Ground Fireball (2nd best 4-hit ending) Double Kick: (no builds) Single Extended Kick (level 2) Double Kick (level 3) Two Whips - Single Extended Kick (level 4) 2 Double Kicks Double Whip: (no builds) Single Whip (level 2) Double Whip (level 3) Kicks & Whips (level 4) More Kicks & Whips Split Kick: (no builds) Split Kick (level 2) 2 low kicks (level 3) 2 low kicks + split kick (level 4) low kick, quick roll to other side, 2 low kicks, split kick (best 4-hit ending! :) So, in practice, you should have no trouble getting no less than 4-hits per match and getting at least 6-8 hits regular combos on the average. (Recall that if you do a jump-in or ducking move opener, a starter, Forward Fierce Kick linker, and a 4-hit buil t-up ender, that's already a 9-hit blaster!) And now the final basic frontier, the ultra! You should be able to get 20 hits minimum (& I've gotten to-date 35 hits at most, almost halfway to her maximum ultra!) The easiest way to get an ultra is to do any starter and do the ultra move thereafter. The next hardest way is to do a starter, a linker, then go into the ultra. The next hardest is to do a starter, Super Whip (or Super Tornado Kick, but that's not cove red in this guide), then ultra. Then after that is to do a starter, Super Whip, linker, then ultra. The 5th is to do starter - Super Whip - linker - ultra - wait, Super Uppercut (yes, you can do this super at the near end of the ultra for extra 5 hits!) . Then the hardest, at the fundamental level mind you ;), is to either do a jumping fierce kick, crouching fierce punch, or a blocking counter (Back + Light Punch) before getting into all this jazz. Oh, and by the way, have you built up your enders? Be cause depending on how much you built them, your ultra hit amount will increase significantly (to its highest potential at level 4). That should take you on your way to your 35+. So here are some samples below (sorry, don't recall all the hit counts): Double Kick - Ultra (if you got <21 hits, haven't been building your enders, have you?) Double Kick - Forward + Fierce Kick - Ultra Double Whip - Super Whip - Ultra Double Whip - Super Whip - Forward + Fierce Kick - Ultra Double Whip - Super Whip - Forward + Fierce Kick - Ultra - wait, Super Uppercut Crouching Fierce Punch - Double Whip - Super Whip - Forward + Fierce Kick - Ultra - wait, Super Uppercut (Incidentally, you don't have to setup the ultra so complex in the beginning to do the super uppercut at the end, just have at least 6 marks of super energy, which may actually build during the ultra!) Note also that apparently if you tapped the button for the ultra twice or so, the ultra seems to go slower, which is quite cool if you built a long one! Section 2a: Combo System Beyond Here Consult the other very extensive, informative FAQs once you mastered the basics. You'll learn that to build longer combos and longer ultras, you'll need to alternate mixing in supers (as linkers) and special moves at least 3 or 4 times. Then, you can go into your ultra then super end with the uppercut. In terms of practice, I'd work on getting her basic moves down vs. computer. First worry about doing a starter and doing each ender (using the Double Kick is fine), setting up your defenses (combo breaking, occasionally uppercutting your opponent after k nocking you down and is jumping in, mixing in your rolls in front of and behind opponent for surprise starters; tricking a Maya with a diagonal air fireball), and throwing decent fireballs (seriously!). I find I don't need to use fireballs too often in a good fight, but when you need to, it helps to have the practice of where you need to fire, remembering that even her ground fireballs hit overhead slightly. Then work on opening with different starters. Next, work on the ultras and Super Uppercut. Fi nally, the linkers, juggles, and throw combos, which should bring you to, as I am, an intermediate Kim Wu player. Section 3: Miscellaneous & Wrap-Up -Careful when challenging the computer Kim Wu if you had picked hot red as her outfit color, she'll wear the exact same color! Talk about tacky. ;) -Almost never try a starter with Forward + Fierce Kick vs. computer (this is why I warned you before). -Roll & jump quite frequently vs. computer Gargos to initiate your attacks. You'll find often out of a roll you'll meet him on the opposite site throwing an air fireball in the wrong direction. Careful about rolling under his fire stream as it will nip you if it's still aflame when you get up. Also, I believe the all throw combos don't work on him, as he doesn't seem to be throwable? -(not just for Kim Wu) Send Orchid off her stage and note back parts of her outfit as she spins down are a bit, well, you'll have to see. -Her game ending depends on Spinal at the outcome of his match. I seemed to have a successful, "triumphant" ending after ultraing him (not even killing him!) and conversely, he appears alive in the ending when it just comboed him normally, so look out fo r that when fighting him in the ladder! Hope this guide helped any beginners in way, shape, or form. Feel free to send me corrections or just to chat about Kim Wu, or KI2 in general, at ocfernan@mailbox.syr.edu. This guide may be freely distributed, but please do not charge for use and respec t credit of the original author, myself. -OCF "Hey! Hey!" (Kim Wu) ;)