KILLER INSTINCT 2 GENERAL STRATEGY GUIDE PLUS TJ COMBO SECTION 10/9/98 v1.1 Well I've finally got a modem, so I guess that I, the disputed Lord of Killer Instinct in London, Ontario, should make a FAQ. This is not a move list, I don't want to waste my time uploading stuff you can just read off the bottom of the screen. This is a strategy guide that gives details how the computer behaves and also gives tips on how to defeat the various characters. For a detailed move and combo guide, refer to Gamefan's Strategy Guide (if you can find it). I have that guide, and it covers everything and I mean EVERYTHING on this game, so if you have question or f you can't find a certain move or would like combos for any character, feel free to email me (arcticninja@hotmail.com). For legal purposes: this document contains no plagarised information of any sort and all information contained within is public domain and is comprised entirely out of my own personal experience. Here's the broken down fight flow chart GARGOS FULGORE {SPINAL} {TUSK }=>IN ANY ORDER {KIM WU} {JAGO } {TJ COMBO}=>IN ANY ORDER {GLACIUS } {MAYA } {ORCHID } {SABREWULF} GENERAL STRATEGIES Combos: this is how I usually make up my combos: Opener=>Autodouble=>EndSpecial Combos in this style are really easy to do, have lots of style and do good damage. You can also start off with a jumping attack then opener etc. For extra hits, damage and style, I sometimes throw in a pressure combo right before the EndSpecial. If you have no idea what I'm talking about, or you don't know how to do a certain move please e-mail me (arcticninja@hotmail.com) Other stuff: as a rule ALWAYS BLOCK LOW! All of the strategy of KI2 comes from knowing how to block, and how to confuse your opponent into blocking the wrong way. The best way to start off a combo is knowing how to penetrate your opponent's blocking. This is not a game for people who like to turtle! If you're used to playing fighting games by just blocking and waiting for mistakes then you're not going to do very well. Always block low because almost every character has a low hitting move that seems to come from nowhere. So block low and get ready for the high stuff. MAYA Maya is so ridiculusly easy it's not even funny. I seriously use her as a punching bag as well as trial runs for new and improved combos. Just go nuts, because she mostly just stands there. Mantis: hits high, but the computer seldom uses it. Savage Blades: whatever, just counter. Flip Kick: ho hum, goes over fireballs. ORCHID Orchid is also very easy, but not quite as easy as Maya. Mostly be carefull of Air Buster when jumping in. One annoying thing is her trip, because the piece of crap his twice! Also watch her Gyro Kyaku super (BIG damage). Flik Flak(the upside-down leg thing): The KI1 cheese is gone, so don't worry about 20-some hit combos. Counter if you can, otherwise block and counterattack. Also, this move hits high. San: just block it. Tiger Slide: be careful because it hits low; this is Orchids main weapon against you. If she's going to beat you at all, it will be because of this. SABREWULF Not too difficult if you know what you're doing. One thing to remember, is ALWAYS BLOCK LOW!!! His Sabre Pounce comes out really fast, even from across the screen. The only time you let go of your low block, is if he jumps at you. If this is the case, block and counterattack. This is the best way to beat him: block low and wait for the Sabre Pounce. When it comes, immedeately counterattack. If he blocks it, then again immedeately do the move that counters his Sabre WHEEL. I don't recommend jumping at him because that makes you a prime target for his Sabre Flip or his Lupus Loopy super. Sabre Wheel: comes out very fast and has almost no recovery time. Just do what you can. Sabre Spin: comes out very slow and Wulf is completely open to attack. Sabre Pounce: see above. GLACIUS Not too difficult if you know what you're doing. Figure out which of your openers counter his Puddleport and simply counter away. Don't get cocky because the computer likes to use the Quadra Slam super a lot (Even I get hit by it sometimes). Openers Puddleport: very predictable and very easy to counter, but don't count on hiting him after he hits you. Cold Shoulder: comes out very quick and is hard to counter, but if you block, he leaves himself open to attack. Icy Grip: computer almost never uses this one, but if it does just block it. JAGO If you are a novice player, unless you're a really cheap Jago or Glacius user, don't expect to get past this one. Jago and TJ Combo seperate the men from the boys. There are two ways to get past him: be very aggressive or be very defensive. For aggressive players: don't get discouraged by his uppercut; if he starts to use it constantly then switch to defensive mode. Just keep jump kicking into combos; if your character has an opener that hits low, then all the better. For defensive players: wait for him to jump kick you, block and start a combo. Watch his Tiger Thrash super because it does a shitload of damage. Laser Blade: don't bother, it comes out too quick to counter and doesn't have enough recovery time. Windkick: if you know which of your openers counters it, then use that one; otherwise block and counter. Ninja Slide: his most annoying opener. Hits low and comes out fast. This is what makes Jago somewhat tricky to beat. Always be ready to block low, then counterattack immedeately afterwards. The computer likes to use this move right off the bat, so be ready for it. TJ COMBO Combo is THE MAN. The only reason he's easy is because the computer doesn't have a clue how to play him. If you're good at parrying, then you'll have lots of fun. If Combo is ever close to you, he will always try his Skull Smasher move, which by the way is parryable. A few tips: NEVER jump at him. His cyclone comes out really fast and does good damage, so don't let him use it. Basically, wait for him to run at you, then combo away before he does. You will have to master combo breakers if you expect to beat him consistantly. His combos are HUGE and do big ass damage, especially if he throws in a super. TJ Tremor: I have yet to see the computer use this. Rollercoaster: Combo's best opener. Hits low so be ready for it. Remember, he can do this during his dash. Spinfist: the computer doesn't really use this move. Skull Smasher: this is not really an opener, but the computer uses it constantly, so I'm putting it in anyway. This move hits high and plays an integral part of the computer's high/low game. Remember that it can be parried. KIM WU God I hate this bitch. Her moves are hard to counter and have very good range. She likes her low openers and her supers. The only way to beat her consistantly is to be aggressive. I don't really have much to say because if I win, I kicked her ass; but if I lose she kicked my ass. Tornado Kick: computer uses this one a lot. This one's relatively easy to counter, but it has very quick recovery time. Split Kick: this one hits high, which leads to the main difficulty with Kim Wu. The computer typically likes to open with a low attack, but if you catch on, out comes the Split kick. If you block it, she's too far away too counter anyway. Firecracker: just block it. SPINAL Spinal is the easiest of the Spinal/Kim Wu/Tusk triad. Above all don't do anything stupid, and you should be fine. This is the best way to beat him: do a jumping attack the immedeately follow up with the move that counters the Skull Scrape. This should work most of the time. Should he ever hit you, make sure you know how to do combo breakers otherwise you'll be taking the beats. Don't get intimidated by his Soul Drain: you may think it does lots of block damage but it doesn't. Skeleskewer(Spinal sticks his sword out at you): easy to counter, long recovery time, but Spinal usually knows how to counter your moves so don't get cocky. Flame Blade: computer doesn't use it much, just block it. Skull Scrape: This one, I hate. If it wasnt' for this move, I would never lose to Spinal. It's fast, hits low, and goes under fireballs. Learn to counter it or learn to block low. TUSK Tusk is tough. In my opinion, he's the second hardest character in the game (after Fulgore). The only reason he's difficult to beat is because he does so much freaking DAMAGE!!! Even his normal attacks do lots of damage! A few tips: Don't jump at him EVER, and don't screw up or you'll take the big beats. Here's a mistake some people make: "Oh, he's only got a tiny bit of energy left, and I've got lots so I'm going to toy with him." DON'T EVER DO THAT!!!!!!!!!! I have seen come back and kick someone's ass in like 5 seconds. Don't ever let down your guard with this guy. His combos just do too much damage. If you get hit by his Destroyer super, kiss your ass goodbye. The best way to beat him is by playing smart. Block everything and counterattack when the time is right. Web of Death: more a linker than an opener, just block it. Boot Kick: If you know how to counter it then go for it, otherwise block and hope he does something stupid. Skull Splitter: hits high, if you block attempt to counterattack, who knows, it might actually work. FULGORE Fulgore is probably the hardest character in the game (including Gargos). What I hate, is that he just stands there, and if you try to do anything he'll kick your ass. Another annoying thing is when he turns invisible. The best thing to do is just wait him out; he'll eventually drain his super bar. The only way to beat him is to keep attacking and don't screw up. Cyber Dash: you almost never see it coming so just block it. Eye Laser: same as Cyber Dash GARGOS Compared to Eyedol, this guy is way too easy. The only difficult thing about him is he breaks your combos often. Just keep attacking him and for extra style, finish him off with an Ultra Combo. Don't worry about it when he regains his energy, just keep whooping his ass. One thing you don't do, is do a move from halfway across the screen and expect it to hit. He will counter, and his combos hurt big time.