Dr Dogg's KI Combos, Glitches, & Tricks drdogg@fiestanet.com CONTENTS 1) Key to Combos 2) Individual Combos 3) Tricks 4) Glitches KEY TO COMBOS GENERAL: " , " can be substituted by "then". " + " can be substituted by "and". " / " can be substituted by "or". " * " indicates that something is unconfirmed by me. All charge moves must be held for at least 2 seconds Example #1: "H6,QCD,R6" should be read as, hold low fierce and rotate the joystick in a quarter circle down/back motion (DF,D,DB), then while the joystick is STILL held in the DB position, release low fierce. Example #2: "cB,F+3" should be read as, charge back (2 seconds) then press forward, then while the joystick is still held in the forward position, press fierce high attack. BUTTONS H=Hold R=Release c=Charge 1=Quick High Attack 2=Medium High Attack 3=Fierce High Attack 4=Quick Low Attack 5=Medium Low Attack 4=Fierce Low Attack JOYSTICK B=Back F=Forward DF=Down Forward D=Down DB=Down Back c=Charge QCB=Quarter Circle Back (D,DB,B) QCF=Quarter Circle Forward (D,DF,F) HCB=Half Circle Back (F,DF,D,DB,B) HCF=Half Circle Forward (B,DB,D,DF,F) QCD=Quarter Circle Down/Back (DF,D,DB) QCDF=Quarter Circle Down/Forward (DB,D,DF) CONNECTORS Moves within a combo which hits the opponent multiple times and keeps the combo going. Connectors will sometimes end the combo after a certain amount of hits. Column 1:The motion for the connector move. Column 2:The number of hits the connector move produces. Column 3:The move(s) that the connectors can be performed after. ENDINGS Moves used after connector moves which end the combo. It is sometimes possible to juggle opponents after an ending move. If the energy bar line is flashing when you juggle the opponent, some characters will receive two additional juggle hits. Endings can be used after ANY connector moves. Column 1:The motion for the ending move. Column 2:The number of hits the ending move produces. _ + end:You cannot juggle the opponent after the ending move. _ + air:You can juggle the opponent after the ending move. COMBOS normal:The combo has nothing special about it. shadow:The combo is a shadow combo. stun:The combo stuns the opponent. ultra:The combo is an Ultra Combo. ultimate:The combo is an Ultimate Combo. wait:Indicates that you are about to perform a juggle move. Example:cB,1,F,2,wait,QCF,1 Charge back while you press 1, then press forward+2 to perform the charge move. This charge move happens to end the combo and knock your opponent into the air. Wait for your opponent to start falling then press QCF,1 to juggle your opponent with your juggle move. PARENTHESIS (crouching):The opponent must be crouching. (flashing line):Your energy line must be flashing to perform this combo. (midair):The move has to be performed in midair. (standing):The opponent must be standing. INDIVIDUAL COMBOS CINDER CONNECTORS cF,B,1 2 hits N/A 4 2 hits after F,F,1 (midair) 1 3 hits after F,F,2 2 3 hits after cF,B,1 or Jump6 ENDINGS F,F,2 4 + air F,QCF+5 4 + air F,QCF+6 4 + air COMBOS Normal 11:Jump,6,2,F,F,1,F,QCF,6,wait,F,F,3 15:F,F,2,cF,1,B,1,2,F,QCF,5/6,wait,F,F,3 17:F,F,2,cF,1,cB,1,4,F,3,cB,4,F,2,wait,F,F,3 Ultimate 11:F,F,2,cF,1,B,1,2,HCB,5 Ultra 29:F,F,2,cF,1,B,1,2,F,F,3,wait,F,F,3 TJ COMBO CONNECTORS cF,B,1 2 hits N/A 5 3 hits cF,B,1 or cB,F,4/6 ENDING cB,F,2 3 + air cB,F,6 3 + air cB,F,3 4 + end cB,F,1 4 + air COMBOS *** -Indicates that the roll must hit the opponent 3 times. Normal 20:cB,F,2,cF,B,1,cF,5,B,1,cF,5,cB,1,F,1,wait,cB,F,3 (***) 23:cB,F,2,cF,B,1,cF,5,B,1,cF,5,cB,1,F,1,wait,cF,cB,1,F,6,wait,cB,F,3(***) Ultra 34: cB,F,2,cF,B,1,cF,5,B,1,cF,5,B,1,cF,4,B,3,wait,cB,F,3 (***) 40:cB,F,2,cF,B,1,cF,5,B,1,cF,5,B,1,cF,4,5,5,B,3,wait,cF,cB,1,F,6,wait,cB,F,3(***) FULGORE CONNECTORS 5 2 hits after cB,F,6 QCD,6 2 hits N/A 1 3 hits after cB,F,6 or QCD,6 2 3 hits after Jump,6 6 3 hits after cB,F,6 ENDINGS CB,F,5 3 + air B,QCB,1 4 + end QCF,2 4 + end F,QCF,3 4 + end COMBOS Stun 3:cB,F,6,QCD,6,3/6 4:cB,F,6,5,F,QCF,2 Normal 8:Jump,6,2,F,QCF,3 13:cB,F,6,6,QCD,6,1/6,F,QCF,3 14:cB,F,6,6,QCD,6,cB,1/6,F,5,wait,F,B,B,HCF,1 Ultra 29:cB,F,6,6,QCD,6,1/6,F,QCF,1,wait,F,B,B,HCF,1 32:cB,F,6,6,QCD,6,1/6,F,QCF,1,wait,QCD,6,cB,F,5,wait,F,B,B,HCF,1 GLACIUS CONNECTORS 1 2 hits after cB,F,3 cF,B,2 2 hits N/A 3 2 hits after cB,F,2 2 3 hits after cB,F,2/3 or Jump6 4 3 hits after QCF,5 6 3 hits after QCF,5 ENDINGS QCF,5 3 + end QCF,6 3 + air QCD,1 4 + air QCF,3 4 + air COMBOS Stun 3:cDB,3,F,3,D,3 Normal 14:cB,F,3,cF,2,B,2,2,QCF,3,wait,QCF,6 14:QCF,5,cF,6,B,2,2,QCF,3,wait,QCF,6 Ultra 28:cB,F,3,cF,2,cB,2,2,F,3,wait,QCF,6 28:QCF,5,cF,6,cB,2,2,F,3,wait,QCF,6 32:cB,F,3,cF,2,cB,2,2,F,3,wait,cF,B,2,QCF,3,wait,QCF,6 32:QCF,5,cF,6,cB,2,2,F,3,wait,cF,B,2,QCF,3,wait,QCF,6 JAGO CONNECTORS 2 2 hits after Jump6 QCD,3 2 hits N/A 4 2 hits after QCD,5 5 3 hits after QCD,6 ENDINGS F,QCF,1 2 + end F,QCF,2 3 + air F,QCF,3 4 + end COMBOS Stun 3:QCD,4,QCD,4,QCD,4 Normal 7:Jump,6,2,F,QCF,3 14:QCD,6,5,QCD,3,5,5,F,QCF,3 15:QCF,1,pause,QCD,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first) 16:QCF,1,pause,QCD,6,cB,F,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first) Ultra 28:QCD,6,5,QCD,3,5,5,QCD,4 30:QCF,1,pause,QCD,6,cB,F,6,5,QCD,3,5,5,F,QCF,3 (fireball must hit first) ORCHID CONNECTORS cF,B,5 2 hits N/A 1 3 hits after cF,B,5 or cB,F,6 6 3 hits after cB,F,3 ENDINGS cB,F,5 3 + air QCD,3 4 + air cB,F,4 4 + air COMBOS Stun 4:cDB,3,F,1,1 (standing) 4:cB,F,2,6,QCD,2 Normal 8:QCD,2,QCD,1,3,QCD,3,wait,QCF,1 20:cB,F,3,cF,6,B,5,cB,1,F,6,1,QCD,3,wait,QCF,1 30:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,QCD,2,QCD,1,QCD,3,wait,QCF,1 30:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,1,QCD,3,wait,QCF,1 (first kick must hit once) Ultra 44:cB,F,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,1,QCD,2,QCD,1,F,2,wait,QCF,1 46:cB,cF,6,1,cB,5,1,F,6,cB,1,F,6,cB,1,F,6,cB,1,F,2,wait,QCF,1 (first kick must hit once) RIPTOR CONNECTORS cF,B,4 2 hits N/A 2 2 hits after cB,F,1 or Jump,6 1 3 hits after cB,F,4 5 3 hits after cB,F,3 ENDINGS QCB,3 4 + end QCD,1 4 + air COMBOS Stun 3:cDB,3,cF,3,B,3 (standing) 3:cB,cF,3,B,3,3 Normal 6:cB,F,1,cB,2,F,1,2 14:cB,F,3,cB,5,F,4,5,QCD,1,wait,QCB,1 16:cB,cF,4,1,B,4,1,4,QCB,3,wait(not long),QCB,1 Ultra 29:cB,cF,4,1,cB,4,1,4,F,4,wait,QCB,1 SABREWULF CONNECTORS cF,B,2 2 hits N/A 5 2 hits after cB,F,1 2 3 hits after cB,F,4/6 3 3 hits after cB,F,4 6 3 hits after cB,F,2/3 ENDINGS cB,F,1 3 + air cB,F,4 4 + end cB,F,5 4 + air cB,F,6 4 + air COMBOS Stun 2:cB,cF,5,B,5 4:cDB,3,F,3,D,3 (standing) 4:cDB,6,F,3,D,6 Normal 17:cB,F,4,cB,2,F,2,cB,2,1/4,F,5/6,wait,cB,F,6 (flashing line) 17:cB,F,4,cB,2,F,2,cB,6,1/4,F,5/6,wait,cB,F,6 (flashing line) 21:cB,F,4,cB,2,F,2,cB,6,1/4/F,5/6,wait,cF,cB,2,F,4 (flashing line) Shadow 15:cB,F,6,cF,2,B,2,cB,2,F,6,wait,cB,F,6 (flashing line) Ultra 32:cB,F,4,cB,2,F,2,2,1/4,B,4,wait,cB,F,6 (flashing line) 32,cB,F,4,cB,2,cF,2,6,1/4,B,4,wait,cB,F,6 (flashing line) 35:cB,F,4,cB,2,cF,2,6,1/4,B,4,wait,cF,cB,2,F,4 SPINAL CONNECTORS cF,B,2 2 hits N/A (must have 1 skull) 5 2 hits after F,F,2 6 2 hits after F,F,3 2 3 hits after F,F,3 3 3 hits after F,F,1 or cB,F+2 or cF,B+2 ENDINGS F,F,1 3 + end F,F,2 3 + end F,F,3 4 + end vs. Cinder D,D,1 (4 + air) D,D,2 (4 + air) D,D,3 (4 + air) D,D,4 (4 + air) D,D,5 (4 + air) D,D,6 (4 + air) vs. TJ Combo D,D,1 (3 + air) D,D,2 (4 + end) D,D,3 (4 + end) D,D,4 (3 + air) D,D,5 (3 + air) D,D,6 (4 + air) vs. Fulgore D,D,1 (? + ???) D,D,2 (? + ???) D,D,3 (? + ???) D,D,4 (? + ???) D,D,5 (? + ???) D,D,6 (? + ???) vs. Glacius D,D,1 (4 + air) D,D,2 (4 + air) D,D,3 (3 + air) D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end) vs. Jago D,D,1 (2 + end) D,D,2 (3 + end) D,D,3 (4 + end) D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end) vs. Orchid D,D,1 (4 + end) D,D,2 (? + ???) D,D,3 (? + ???) D,D,4 (4 + air) D,D,5 (? + ???) D,D,6 (? + ???) vs. Riptor D,D,1 (4 + end) D,D,2 (4 + air) D,D,3 (3 + end) D,D,4 (3 + air) D,D,5 (3 + air) D,D,6 (3 + air) vs. Sabrewulf D,D,1 (3 + air) D,D,2 (4 + end) D,D,3 (? + ???) D,D,4 (4 + air) D,D,5 (4 + air) D,D,6 (4 + air) vs. Spinal D,D,1 (3 + end) D,D,2 (3 + end) D,D,3 (4 + end) D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (4 + end) vs. Chief Thunder D,D,1 (3 + air) D,D,2 (4 + air) D,D,3 (4 + air) D,D,4 (3 + end) D,D,5 (3 + end) D,D,6 (3 + end) COMBOS Normal 7:F,F,2,5,F,F,3 8:F,F,1,3,F,F,3 8:F,F,3,2,F,F,3 14:cB,F,2,cF,3,B,2,3,F,F,3 (must have 1 skull) 15:cB,F,2,cF,3,B,2,3,D,D,1/2/3/4/5/6,wait,QCF,1 (only works vs some opponents) Ultra 29:cB,F,2,cF,3,B,2,3,HCF,3,wait,QCF,1 (must have 1 skull, juggle only works in corner) CHIEF THUNDER CONNECTORS F,2 2 hits after cB,F,3 F/B,6 3 hits after cB,F,3 cF,B,2 3 hits N/A ENDINGS cB,F,3 3 + end QCF,6 3 + end HCB,2 4 + air HCB,3 4 + air COMBOS Normal 15:cB,F,3,cF,6,B,2,1,HCB,3,wait,QCF,4 Ultra 29:cB,cF,3,6,cB,2,1,F,1,wait,QCF,4 33:cB,cF,3,6,cB,2,1,F,1,wait,cF,B,2,HCB,2,wait,QCF,4 TRICKS Turbo Mode: At the player selection screen, have both players hold 1+2+3+right immediately after picking their character. Keep holding 1+2+3+right until the game starts. This will make the fight go super fast for one fight only. You performed this trick correctly if you hear a "swoosh" sound. High Scores Table: During the demo mode, press up on one of joysticks to view the high scores. Change Character Color: At the character selection screen, pressing up or down will change the color of your character. You cannot choose the same color your opponent chose. Random Select Character: At the character selection screen, hold up and press start. A random character will be chosen for you. Combo Breaker: During the animated sequence before the fight, hold down+start on both controllers. The effects of this trick are unknown during a 2 player game. However, when playing one player, this trick will allow the computer to perform shadow moves without doing a combo breaker. You performed this trick correctly if you hear the announcer say "combo breaker". Stage and Music Select: When you are at the character selection screen, holding up or down on the joystick and pressing a button will choose either the stage or music from a specific stage. If you are the first person to choose your character, you get to choose the stage. If you are the second person to choose, you get to choose the music from a stage. The joystick direction and buttons needed for each stage are listed below: Wooden Bridge: D,1 Bloody Alter: D,2 Lava Bridge: D,3 Chicago Street: D,4 Room w/fireplace: D,5 Small Sky Arena: D,5 (both players) Factory: D,6 Ice Temple: U,1 Infinite Caves: U,2 Ice Sculpture: U,3 Castle Roof: U,4 Roof in Chicago: U,5 Desert Roof: U,6 or D,Start Glitches TJ COMBO Midair Ultra Combo: Play on any of the rooftop stages and make sure your opponent is in the corner when they have just a little bit of energy left. Do the Double Backfist (CF,B,1). Immediately perform the Ultra Combo after the Double Backfist. The Double Backfist will knock the opponent off the roof but TJ Combo will start to do the ultra as they are falling. The opponent will mysteriously start flying upward and they will be spitting blood all over the place while in midair. FULGORE Mini Fulgore: When playing on the Desert Roof stage (U+6 or D+Start), get the opponent into the edge and perform this combo: B,F,6,B,5,B,QCB,4 and when Fulgore appears on the other side of the opponent, he will be half his normal size. GLACIUS Stuck together: Play Glacius verses Glacius on any nonscrolling stage. Get both Glacius's in the corner next to each other and have them do the Puddle Teleport at the same time. They will both appear in the same place and they will be stuck together. You can get unstuck by jumping. No Ultimate: Perform the Ultimate Combo with 6 hits or more and when the opponent is about to be engulfed by the puddle, they bounce away and remain dizzy. It still counts as an Ultimate Combo but the opponent doesn't die. ORCHID Frog No Mercy Glitch: Perform the frog No Mercy (D,F,B,4), then hold up and tap any attack button rapidly. Orchid will leap into the air and hit the frog. The frog will turn into the normal character except they will look all green and distorted. Stuff to do after the No Mercy Glitch: cB,F,2 and Orchid will start her Ultra Combo. Press 6 and Orchid will disappear then reappear. Rooftop Stages: knock them off the roof with a special move. SPINAL Midair Morph Combo: Perorm a combo with Spinal then do the opponent morph move. Immediately after pressing the button tap up and Spinal will perform the morph combo while in midair. The actual motion is: D,D,1/2/3/4/5/6,U Stay Morphed as your Opponent: If you perform a specific Midair Morph Combo against certain players, Spinal will stay morphed as the gray opponent after missing them with the combo. Spinal will be able to perform all of the opponent's moves (including finishing moves) while he is morphed. Spinal can block moves, but if he gets hit or jumps he will morph back into Spinal. Also, when you are morphed as your opponent, Spinal's name changes to the opponent's name. D,D,4,Up (vs. Jago) D,D,1,Up (vs. Chief Thunder) CHIEF THUNDER Missing Firebird: Perform the Firebird Throw (QCF,4), then quickly hold the joystick back. Chief Thunder will stick out his hand but nothing will come out. 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.