Dr Dogg's Killer Instinct 2 FAQ Version 5.0 This is my KI 2 Faq. It's gone from a KI2 Faq to a KI Gold Faq and back but has since been converted into KI 2 for use with the Nintendo 64 version of the game. If you happen to find any errors within this text please give me an e-mail at drdogg@fiestanet.com. Thanks and enjoy. Contents 1) Contents 2) General Info 3) Key to Moves 4) Character Moves 5) Combos 6) Credits General Info Regular Moves Regular moves are simply basic punches and kicks. They range from quick hits that don't do much damage, to slow, heavy damage hits that take a nice portion of energy. Special Moves Special moves are unique moves which can be performed at any time during the fight. They cause more damage than regular moves, but require specific joystick and button combinations to perform. Transition Moves Transition moves are two special moves combined into one. After the initial move begins, you can then change to a second special move either before or immediately after connecting with the oppenent. Transition moves are useful for confusing opponents and starting combos. Combo Theory KI 2 has an enhanced combo system over the original KI combo system. Every character now has the same pattern by which to do combos. You must first start with a lead-in (opener) move. For example, Kim Wu's Tornado Kick with 6. An opener must then be followed by an auto double. The auto doubles in KI 2 are done by simply pressing the button directly lower in strength. It can be punch or kick. For example, after Kim's Kick with 6, you would press either 5 or 2 for the auto double. After the auto double, you then do another special move. With Kim Wu let's do her Firecracker with 2. Follow that up with another auto double by pressing 1 or 4. Then end the combo. Now this is where it gets tricky. Every character in KI 2 has four regular combo enders and one special combo ender. In order to get the maximum number of hits from a combo ender, you must build them up. Everytime you use a different regular ender, it adds a hit to it. Once you've used all four regular enders, you will get four hits for the remainder of that round. After this has been accomplished, you can achieve five hits by doing the special ender. However, if you try to end a combo with the special ender before you've done the other four, you will only get a single hit out of it. The more enders you use, the more hits your Ultra Combo will be. If you use all five different enders, you will get the maximum number of hits in your Ultra Combo. A list of all the combo enders can be found in the Combos section of this FAQ. Basic Combos Basic Combos are several moves strung together which are unblockable after the first hit. After you perform a combo, it's type and number of hits will appear on the screen. The names of the combos (with the number of hits) are as follows: Triple (3) Super (4) Hyper (5) Brutal (6) Master (7) Awesome (8) Blaster (9) Monster (10) King (11) Killer (12+) Stun Counters A Stun Counter is a special kind of block that will stun your opponent. If timed right, it will show up as a tan-colored explosion around the area of contact. Counters will only work against non-special moves. This means that you can counter a regular move much easier than in the original KI. It will only work if the opponent uses 2, 3, 5, or 6. Charge Back and press 1 to do a counter. It's the same for all characters. Stun Reversal After a Stun Counter has been performed, you can use a Stun Reversal to triple the number of hits for certain special moves. For example, if you do Jago's Stun Reversal, instead of doing a standard single hit Wind Kick, he will do a triple Wind Kick hitting the opponent three times. Each characters Stun Reversal is listed in the Character Moves section of this FAQ. Stun Dizzy After a Stun Counter has been performed, you can use a Stun Dizzy to dizzy your opponent and open them up for a combo or anything else you wish to do. A Stun Dizzy is basically a single move which will dizzy your opponent. Each characters Stun Dizzy is listed in the Character Mives section of this FAQ. Special Move Counter -- Rock/Paper/Scissors In KI 2, Rare has added a new way to counter your opponents special moves. You must start your special move just after your opponent starts theres. For example, if Jago does his Wind Kick, you must start your special move before the Wind Kick hits you. There will be a small orange colored explosion, and your special move will take presidence. You can then start a combo or do whatever you would normally do after the move. Each character's special moves are catergorized as either a rock, paper or scissor move. All rock moves will beat scissor moves, scissor will beat paper and paper will be rock. In the training mode found in KI 2, you will learn how to counter. Throws A throw in KI 2 is the same as a throw in any other fighting game, however in KI 2 you can perform an air combo immediately after. You can do a throw by pressing either F+3 or F+6 depending on the character. You can use them, in combos, or just as a regular throw. To initial a combo with a throw, simply follow a throw with a jump kick or punch, then proceed with an air combo. Counter Throws Counter throws can be used in or out combos in order to counter someone trying to throw you. By performing a throw just before your opponent tries something, you can counter most normal and special moves also. To execute a counter throw, simply do your characters normal throw. Super Meter The super meter is the bar found below your normal energy bar. When charged it allows you to do super moves and linkers. In order to charge your super meter, you must be the aggressor in the fight. This means that you can't just sit back and do regular punches and kicks. You must connect with either a move or combo, or do a combo breaker. By doing so it will fill five boxes with red, then flash red, then fill with yellow, then flash yellow and red. Each super move or linker will drain your super meter by a small portion depending on the move. Super Moves Super Moves are moves that can only be done when your super meter is charged up accordingly. You can use them as enders or linkers in combos, or as a single, powerful move. Super moves can also be used as air juggles. In some cases, after a combo has been completed you can tack on a super move while your opponent is falling to the ground. Every character has five super moves and linkers. All super moves can be found in the Character Moves section of this FAQ. Auto Combos Auto combos are simply basic KI combos with a new name. If you use an auto double in your combo, it will be designated as an auto combo. Manual Combos Manual combos are combos in which you don't use any auto doubles. That means that every button pressed counts as only one hit. There is no advantage to using maunal combos over auto combos or vice versa. Super Combo A super combo is a special type of combo which can only be activated by peforming a super move after you have strung together at least 2 other hits. It's just a basic combo that ends in a super move. Your super meter must be charged accordingly to do them. Mini Ultra Combo A mini ultra is another special type of combo which can only be activated by a certain joystick and button combination after you have strung together at least 2 hits. It can only be performed when the opponent's first energy bar is flashing green. The combo must be done so that your opponent will have no remaining energy left when the combo is completed. All mini ultras can be found in the Character Moves section of this FAQ. Ultra Combo An ultra combo special type of combo which can only be activated by a certain unique joystick and button combination after you have strung together at least 2 hits. They can only be performed when the opponent's second energy bar is flashing red. The more combo enders you've done, the more hits your ultra combo will be. If you've done all five combo enders, you will get a greater number of hits than if you only complete one ender. You can also add a super move to your ultra combo by performing it toward the end of an ultra combo. All ultra combos can be found in the Character Moves section of this FAQ. No Mercy Every character can do one of their ultimates outside of a combo. Your opponents second energy bar must be flashing red. However, no mercies can now be blocked or avoided. You can perform a no mercy as many times as you like during a match (given the right conditions), but it will leave you open for quite some time after you've completed the move. All no mercies can be found in the Character Moves section of this FAQ. Ultimate Combo An ultimate combo, like an ultra combo is a special type of combo which can only be activated by a certain joystick and button combination after you have strung together at least two other hits. Ultimate combos basically end with a no mercy and can only be performed when the opponent's second energy bar is flashing red. All ultimate combos can be found in the Character Moves section of this FAQ. Combo Breaker Combo breakers are special moves which are used to stop combos and must be performed between hits in a combo. After you do a combo breaker, your super meter will raise three blocks. You do not need to charge combo breaker moves. When using combo breakers, punches break kicks and kicks break punches. It is no longer necessary to use the appropriate strength. Ultra Combo Breaking There is now a way to break ultra combos. You must first have your super meter fully charged, then simply do one of your characters super moves. An ultra combo breaker can only be performed during the initial part of an ultra combo. After a certain amount of time, you will no longer be able to break an ultra combo. All ultra combo breakers can be found in the Character Moves section of this FAQ. Retaliation Moves Retaliation moves are special moves which can only be performed while you are getting up after hitting the ground. These moves can often catch the opponent offguard and can be used to defend against any unblockable moves opponents may use while you are grounded. All retaliation moves can be found in the Character Moves section of this FAQ. Air Juggle 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. Only certain special moves have the ability to juggle opponents, all other moves will simply go through them. Air juggle moves don't take off much energy but they do add one extra hit to the combo. When you do an air juggle, the word juggle will appear under the combo name and percentage. All air juggles can be found in the Character Moves section of this FAQ. Multi-Hit Juggle Multi-hit juggles are air juggles that you can do after you've hit an opponent with an air combo. For example, if you're Jago and your opponent is in the air and you do a jump kick, then air combo, you can then do your multi-hit juggle to add two additional hits to your combo. All multi-hit juggles can be found in the Character Moves section of this FAQ. Awesome Victory Defeat your opponent then finish them with a "No Mercy" or "Ultimate Combo" and you will be awarded with an Awesome Victory. Supreme Victory Defeat your opponent without losing in your first energy bar and you will be awarded with a Supreme Victory. Ultra Victory Defeat your opponent with an Ultra Combo and you will be rewarded with an Ultra Victory. Key 1=High Quick 2=High Medium 3=High Fierce 4=Low Quick 5=Low Medium 4=Low Fierce c=Charge for 2 seconds. R=Release H=Hold D=Down DB=Diagonally Down/Back DF=Diagonally Down/Forward F=Forward B=Back QCF=Quarter Circle Forward (D to F) QCB=Quarter Circle Back (D to B) QCDF=Quarter Circle Down/Forward (DB to DF) QCDB=Quarter Circle Down/Back (DF to DB) HCF=Half Circle Forward (B to D to F) HCB=Half Circle Back (F to D to B) PARENTHESIS-What this stuff means control: can be controlled with the joystick by pressing up or down. juggle: can only be performed when juggling the opponent. dizzy: causes you to be dizzy until you press a button. bounce: causes opponent to bounce up when hit. (like Reptile's Energy Ball) auto: causes opponent to automatically be dizzy if hit. down: must be done after getting knocked down. ultra: must do during repeated portion of ultra combo. (check General Info for details) linker: must do in a combo as a linker plinker: can be used in a combo as a linker or as a normal super move overhead: hits opponent high. (like an overhead) low: hits opponent low. midair: can only be performed in midair. ground/midair: can be performed on the ground or in midair. during combo: can only be performed during a combo. 1 block: you must have at least on block filled in you super meter. 1/4 meter: you must have your super meter one quarter charged. (3 red boxes) 1/2 meter: you must have your super meter half way charged. (flashing red) full meter: you must have a fully charged super meter. anti-projectile: goes through projectiles. anti-air: knocks opponent out of air. anti-all: goes through everything Character Moves Fulgore Height: 6'5" Weight: 560 lbs Age: Unknown The advanced and deadlier successor to the original Fulgore cyborg destroyed by Jago. Activated after the time jump, its final Ultratech commands are executed... find Jago and kill him. SPECIAL MOVES Energy Charge-HCF,K Energy Shield-QCB,4 (holding 4 makes it last longer) Eye Laser-QCDB,2/3 (projectile) Air Eye Laser-QCDB,3 (projectile, midair, 1 block) Invisibility-HCB,6 (1/2 meter) Teleport-B,QCB,K (1 block) Laser Storm-QCF,P (projectile) Fake Laser Storm-QCB,1 Lock On-QCDF,4 (1 block) Triple Laser Storm-QCF,1 (projectile, must do after Lock On) SUPER MOVES Twist Uppercut-QCB,HCF,3 (1/2 meter, ultra) Multi-Claw Spin-HCF,B,6 (1/4 meter, linker) Chest Spark-HCB,F,4 (1/4 meter, linker) TRANSITION MOVES Missed Uppercut to Air Laser-F,QCF,P,QCDB,3 (1/2 meter) Fake Laser Storm to Laser Storm-QCB,1,QCF,P (projectile) Fake Laser Storm toÿCyber Dash-QCB,1,HCF,K Fake Laser Storm to Claw Uppercut-QCB,1,F,QCF,P (anti-air) Fake Laser Storm to Eye Laser-QCB,1,QCDB,2/3 (projectile) OTHER MOVES Stun Reversal-HCF,5 (stun) Stun Dizzy-F,QCF,1 (stun, auto) Overhead-B+6 (overhead) Air Combo-F,QCF,P (midair) Air Juggle-QCDB,3 Multi-Hit Juggle-B+3 Retaliation-F,QCF,P (down, anti-air, anti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-F,QCF,P/K Ultra Combo Breaker-QCB,HCF,3 (full meter) Mini Ultra Combo-F,QCF,1 (during combo, can juggle up to 5 times after) FINISH MOVES Ultra Combo-F,QCF,4 (during combo) Ultimate Combo-HCF,B,2 (during combo, no mercy) Ultimate Combo-F,HCF,5 (during combo) Glacius Height: Variable Weight: Varible Age: Unknown 2 millenia from now a captured relative earns freedom by slaying a fire creature and escaping home. But now in the past, a distress call has been answered. Glacius must free his stranded kin. SPECIAL MOVES Shoulder Dash-QCF,2 Puddle Uppercut-QCF,5/6 (ground/midair) Puddle Teleport-QCF,4 (ground/midair) Energy Regain-QCF,H4 (regains energy) Icy Grip-QCF,1 Arctic Blast-QCB,P (projectile) Blade Uppercut-QCDB,3 (anti-air) SUPER MOVES Beat Down-HCF,B,2 (1/4 meter, linker) Fireball-HCB,F,3 (1/2 meter) Quad Slam-HCF,B,1 (1/2 meter, ultra) Reverse Uppercut-QCB,6 (1/2 meter) Uppercut Rush-HCF,B,6 (1/4 meter, linker) TRANSITION MOVES Puddle Uppercut to Reverse Uppercut-QCF,6,QCB,6 (1/4 meter, ground/midair) OTHER MOVES Stun Reversal-QCF,5 (stun) Stun Dizzy-QCF,3 (stun, auto) Overhead-B+3 (overhead) Air Combo-F,QCF,K (midair) Air Juggle-QCF,6 Multi-Hit Juggle-F+6 Retaliation-QCF,3 (down, anti-air,ÿanti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-QCF,P/K Ultra Combo Breaker-HCF,B,1 Mini Ultra Combo-HCB,4 (during combo) FINISH MOVES Ultra Combo-HCF,4 (during combo) Ultimate Combo-QCB,F,5 (during combo) Ultimate Combo-cB,HCB,4 (during combo, no mercy) Jago Height: 5'9" Weight: 190lbs. Age: 22 years After destroying Fulgore a furious Jago is betrayed by his one-time master the Tiger Spirit. The disguised Demon Lord used him to escape from the void and now Jago swears vengeance. SPECIAL MOVES Uppercut-F,QCF,P (anti-air) Wind Kick-QCDB,K (anti-projectile) Laser Blade-QCDB,2/3 (2 hits once, 3 hits twice) Slide-QCDF,K (anti-projectile, low) Enduken-QCF,P (projectile) Red Enduken-H3,QCF,R3 (projectile, bounce) Fake Enduken-QCF,4 SUPER MOVES Feel the Juice Uppercut-QCB,HCF,3 (1/2 meter, ultra) Fireball Barage-QCDB,1 (1/2 meter) Multi-Wind Kick-HCB,F,5 (1/2 meter) Multi-Slide-HCF,B,6 (1/4 meter, linker) TRANSITION MOVES Missed Uppercut to Wind Kick-F,QCF,P,QCDB,K Wind Kick to 2 Hit Wind Kick-QCDB,6,cB,F,6 (must do F,6 immediately after 1st hit) Wind Kick to Stop-QCDB,6,cB,F,6 OTHER MOVES Stun Reversal-QCDB,5 (stun) Stun Dizzy-F,QCF,1 (stun, auto) Overhead-B+3 (overhead) Shadow-QCDB,F,5 (full meter) Air Combo-QCDB,6 (midair) Air Juggle-QCDF,6 Multi-Hit Juggle-F+6 Retaliation-F,QCF,P (down, anti-air, anti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-F,QCF,P/K Ultra Combo Breaker-QCB,HCF,3 (full meter) Mini Ultra Combo-QCDF,4 (during combo) FINISH MOVES Ultra Combo-QCDB,4 (during combo) Ultimate Combo-cF,HCF,6 (during combo) Ultimate Combo-HCB,F,2 (during combo, no mercy) Kim Wu Height: 5'4" Weight: 130 lbs. Age: 17 years Descendant of the heroes who banished Eyedol and Gargos, Kim is appointed her people's guardian. With the return of Gargos, Kim must fulfill her duty to her homeland and destroy him forever. SPECIAL MOVES Tornado Kick-QCDB,K Firecracker-QCDB,2/3 Air Flame-QCDB,P (projectile, midair) Split Kick-QCDF,6 (overhead) Kick Uppercut-QCDF,5 (anti-air) Fire Flower-QCF,1 (ground/midair, bounce) Roll-F,F or B,B (anti-all) SUPER MOVES Snapdragon-QCB,HCF,3 (1/2 meter, ultra) Shadow Tornado Kick-HCB,F,6 (1/2 meter) Spinning Slashes-HCB,F,3 (1/4 meter, linker) Air Fireball-HCF,B,2 (1/2 meter, midair) TRANSITION MOVES Roll to Tornado Kick-F,F,QCDB,K Roll to Split Kick-F,F,QCDF,6 Roll to Kick Uppercut-F,F,QCDF,5 Roll to Fireflower-F,F,QCF,1 Roll to Firecracker-F,F,QCDB,2/3 OTHER MOVES Stun Reversal-QCDB,5 (stun) Stun Dizzy-QCDB,2 (stun, auto) Overhead-B+6 (overhead) Shadow-HCB,F,5 (1/2 meter) Air Combo-F,QCF,P (midair) Air Juggle-QCDB,6 Multi-Hit Juggle-F+6 Retaliation-F,QCF,P (down, anti-air, anti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-F,QCF,P/K Ultra Combo Breaker-QCB,HCF,3 (full meter) Mini Ultra Combo-QCDB,4 (during combo) FINISH MOVES Ultra Combo-QCF,4 (during combo) Ultimate Combo-HCF,B,4 (during combo) Ultimate Combo-cF,HCF,5 (during combo, no mercy, projectile) Maya Height: 5'10" Weight: 140 lbs. Age: 23 years Made Queen of Amazonia after her part in banishing the Dark Lord Gargos. Cast out by her tribe as Gargos returns, Maya must vanquish him to regain her throne. SPECIAL MOVES Flip Kick-B,F,5 Savage Blade-B,F,2 Mantis-B,F,3 (overhead) Jungle Leap-B,F,6 (anti-air) Cobra Bite-B,F,1 (anti-air) Air Mantis-F,B,3 (midair, overhead) SUPER MOVES Tree Cutter-HCB,F,6 (1/2 meter, ultra) Lawnmower-HCB,F,2 (1/4 meter, linker) Flip Kick-HCB,F,5 (1/4 meter, linker) Multi-Mantis Strike-HCB,F,3 (1/2 meter) TRANSITION MOVES Jungle Leap to Air Mantis-B,F,6,F,B,3 Jungle Leap to Double Jungle Leap-B,F,6,F,B,6 OTHER MOVES Stun Reversal-B,F (stun) Stun Dizzy-B,F (stun, auto) Overhead-B+3 (overhead) Shadow-HCB,F,3 (1/2 meter) Air Combo-F,B,K (midair) Air Juggle-B,F,6 Multi-Hit Juggle-F+6 Retaliation-B,F,1 (down, anti-air, anti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-B,F,P/K Ultra Combo Breaker-HCB,F,6 (full meter) Mini Ultra Combo-cF,B,3 (during combo) FINISH MOVES Ultra Combo-cB,F,6 (during combo) Ultimate Combo-HCB,F,4 (during combo) Ultimate Combo-HCF,B,1 (during combo, no mercy, projectile) Orchid Height: 5'7" Weight: 125 lbs. Age: 24 years Eyedol's death by Orchid's hand freed massive energies, ripping Ultratech back in time. Now 2000 years in the past, Orchid must face a new challenge, and an even greater foe. SPECIAL MOVES Flip Kick-QCDB,K Sabre Dash-QCDB,2 Sabre Spin-QCDB,3 Airbuster-F,QCF,K (anti-air) Tonfa Fire-QCF,P (projectile) Fake Tonfa Fire-QCF,4 Slide-QCDF,K (anti-projectile, low) SUPER MOVES Helicopter Kick-QCB,HCF,6 (1/2 meter, ultra) Tiger-HCB,F,5 (1/2 meter, plinker) Tonfa Charge-HCF,B,3 (1/2 meter) TRANSITION MOVES Fake Tonfa Fire to Flip Kick-QCF,4,QCDB,K Fake Tonfa Fire to Slide-QCF,4,QCDF,K Fake Tonfa Fire to Tonfa Fire-QCF,4,QCF,P Fake Tonfa Fire to Air Buster-QCF,4,F,QCF,K Fake Tonfa Fire to Sabre Spin-QCF,4,QCDB,3 Fake Tonfa Fire to Sabre Dash-QCF,4,QCDB,2 OTHER MOVES Stun Reversal-QCDB,2 (stun) Stun Dizzy-F,QCF,4 (stun, auto) Overhead-B+3 (overhead) Air Combo-QCDB,K (midair) Air Juggle-QCDF,6 Multi-Hit Juggle-F+6 Retaliation-F,QCF,K (down, anti-air, anti-projectile) Throw-F+3 Throw Counter-F+3 Combo Breaker-F,QCF,P/K Ultra Combo Breaker-QCB,HCF,6 (full meter) Mini Ultra Combo-QCDF,4 (during combo) FINISH MOVES Ultra Combo-QCDB,4 (during combo) Ultimate Combo-cB,HCB,5 (during combo, no mercy) Ultimate Combo-HCF,B,3 (during combo) Sabrewulf Height: 5'11" Weight: 400 lbs. Age: 46 years Unwilling to succumb to the beast within him, Sabrewulf was badly beaten in the KI tournament. Captured by Ultratech, who amputated his arms, and gave him new cybernetic limbs, he is driven berserk and now has only revenge to live for. SPECIAL MOVES Claw Spin-B,F,5 or QCF,5 Claw Pounce-B,F,3 or QCF,3 (low) Claw Backflip-B,F,6 or QCF,6 (anti-air) Claw Cartwheel-B,F,2 or QCF,2 Fake Howl-B,F,4 or F,B,4 Energy Howl-F,B,1 or F,B,1 (charges super meter) SUPER MOVES Loopy-HCB,F,6 (1/2 meter, ultra) Ground Spark-HCB,3 (1/2 meter, midair, dizzy, anti-projectile) Triple Fireball-HCB,F,3 (1/2 meter) Multi-Cartwheel-HCB,F,2 (1/4 meter, linker) Multi-Spin-HCB,F,5 (1/4 meter, linker) OTHER MOVES Stun Reversal-B,F or QCF,5 (stun) Stun Dizzy-B,F or QCF,6 (stun, auto) Overhead-B+3 (overhead) Air Combo-F,B+K (midair) Air Juggle-B,F,3 Multi-Hit Juggle-F+6 Retaliation-B,F,6 (down, anti-air, anti-projectile) Throw-F+6 Throw Counter-F+6 Combo Breaker-B,F,P/K Ultra Combo Breaker-HCB,F,6 (full meter) Mini Ultra Combo-cF,B,4 (during combo) FINISH MOVES Ultra Combo-cB,F,4 (during combo) Ultimate Combo-H6,R6 (during combo) Ultimate Combo-H1,R1 (during combo, no mercy) Note: Tapping 2F, then B+2/4 will double the Spin and Cartwheel. Spinal Height 5'5" Weight 110 lbs. Age 651 years Although destroyed by Thunder in the present, a younger Spinal still exists in the past. Resurrected by Gargos and forced to serve him, he goes up against the tyrant to win his freedom. SPECIAL MOVES Teleport-QCB,K (need at least 1 skull) Skele Skewer-QCF,2 Skull Throw-QCF,5 (projectile, must have at least 1 skull) Skull Scrape-QCDF,6 Shield Absorb-B+1 Soul Drain-QCF,1 (drains opponents super meter) Skull Restore-QCB,2/3 (1/2 meter, 2 gives you 1 skull, 3 gives you all 6) Dive Kick-D+6 (midair, overhead) SUPER MOVES Grim Reaper-QCB,HCF,3 (1/2 meter) Skull Throw-HCF,6 (1/4 meter, ultra) Stun Skull-HCB,HCF,5 (1/2 meter, auto) Multi-Sword Stab-HCF,B,2 (1/2 meter, plinker) TRANSITION MOVES None. OTHER MOVES Overhead-B+3 (overhead) Air Combo-D+K (midair) Air Juggle-QCF,5 (must have 1 skull) Multi-Hit Juggle-F+3 Retaliation-D+3 (down, anti-air, anti-projectile) Throw-F+6 Throw Counter-F+6 Combo Breaker-QCB,P/K Ultra Combo Breaker-QCB,HCF,6 (full meter) Mini Ultra Combo-QCF,3 (during combo) FINISH MOVES Ultra Combo-QCB,3 (during combo) Ultimate Combo-D,D,4 (during combo) Ultimate Combo-HCF,HCF,1 (during combo, no mercy) T.J. Combo Height: 6'1" Weight: 220 lbs. Age: 26 years After a decisive victory over Riptor in the tournament, Combo attempts to destroy Ultratech HQ. Caught as Ultratech is ripped into the past, Combo must escape home before it is too late. SPECIAL MOVES Tremor-cB,F,5 (low) Fake Dizzy-QCF,4 (press any button to stop, dizzy) Backfist-cB,F,1 Double Backfist-cF,B,1 Rolling Punch-cB,F,2 (anti-projectile) Triple Rolling Punch-HCF,2 (anti-projectile, easier to do cB,HCF,2) Lunging Punch-cB,F,3 Winding Uppercut-H3,R3 (anti-air) Dash-B,F,4 (anti-all, must be close to opponent) Lunging Overhead-cB,F,6 (overhead) SUPER MOVES Combo of Pain-HCB,3 (full meter) Shocker-HCB,5 (full meter, auto, midair) Multi Rolling Punch-HCB,F,2 (1/2 meter, plinker) Beat Down-HCB,F,1 (1/2 meter, linker) TRANSITION MOVES Lunging Punch to Rolling Punch-cB,cF,3,B,2 Lunging Punch to Stop-cB,cF,3,B,3 OTHER MOVES Stun Reversal-cB,F,2 (stun) Stun Dizzy-cB,F+3 (stun, auto) Overhead-B+3 (overhead) Shadow-HCB,2 (1/2 meter) Air Combo-F,B,K (midair) Air Juggle-cB,F,3 Multi-Hit Juggle-F+6 Retaliation-B,F,K (down, anti-air, anti-projectile) Throw-F+2 Throw Counter-F+2 Combo Breaker-B,F,P/K Ultra Combo Breaker-HCB,3 (full meter) Mini Ultra Combo-cB,F,6 (during combo) FINISH MOVES Ultra Combo-cF,B,3 (during combo) Ultimate Combo-H4,cF,B,R4 (during combo) Ultimate Combo-cF,HCB,F,6 (during combo, no mercy) Tusk Height 6'11" Weight 380 lbs. Age 31 years With the return of the Demon Lord to the land, Tusk leaves the arena to issue his challenge. Only by defeating all adversaries can a hero gain the right to face the evil Gargos. SPECIAL MOVES Boot Kick-QCDB,K Web of Death-QCDB,3 (F+3 will add an extra hit) Skull Splitter-QCDF,6 (overhead, anti-projectile) Fake Skull Splitter-QCDF,4 Conquer-F,QCF,P (anti-air) Back Stab-HCB,1 (anti-all) SUPER MOVES Destroyuss-QCB,HCF,3 (1/2 meter, ultra) Rushing Kick-HCB,F,6 (1/4 meter, linker) Flaming Sword-HCF,B,4 (1/2 meter) Shadow Sword Dive-HCF,B,6 (1/2 meter) TRANSITION MOVES Fake Skull Splitter to Boot Kick-QCDF,4,QCDB,K Fake Skull Splitter to Web of Death-QCDF,4,QCDB,3 Fake Skull Splitter to Skull Splitter-QCDF,4,QCDF,6 (overhead) Fake Skull Splitter to Conquer-QCDF,4,F,QCF,P (anti-air) OTHER MOVES Stun Reversal-QCDB,3 (stun) Overhead-B+3 (overhead) Shadow-HCB,F,5 (1/2 meter) Air Combo-cF,QCDB,K (midair) Air Juggle-QCDF,6 Multi-Hit Juggle-F+3 Retaliation-F,QCF,P (down, anti-air, anti-projectile) Throw-F+6 Throw Counter-F+6 Combo Breaker-F,QCF,P/K Ultra Combo Breaker-QCB,HCF,3 (full meter) Mini Ultra Combo-HCF,2 (during combo) FINISH MOVES Ultra Combo-HCB,2 (during combo) Ultimate Combo-F,QCF,5 (during combo) Ultimate Combo-HCF,HCF,2 (during combo) Credits This is the section where I will list all of the people I've gotten stuff from. I had to stop listing what I got from them because it took up too much space. Rare Nintendo Midway Matt at Pocket Change Druboy -Ice- of FTP McCarron Critics Choice NP Web Site DRiZZyBoY Fmlin StyX Jedi "DARK LEGEND" Tetso MDSpinal Sek Trax LEGAL This FAQ cannot be reproduced without first contacting me by e-mail and receiving a written reply allowing you to do so. Also, it cannot be reproduced without being shown in it's unaltered, original form and entirety, including this disclaimer. Allowing you to use any part of this FAQ does not give you ownership of this document. You may put it up on your site, etc. as long as you do not alter it in any way. This FAQ was created and is (c) and owned by Bryan Dawson. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ.