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Killer Instinct Moves – Platform: Super Nintendo

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Regular Moves/ Special Moves/ Combos/ Ultras/ No Mercy (Fatalities)

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1. Basics
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Legend
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QP = L
QK = R
FP = X
FK = A
MK = B
MP = Y

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Combos
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Combos are multiple hit moves that are executed by using a button combination
after using a special move as an opener. It is (at this point) beyond the
scope of this guide to give the button combinations for combos.

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Ultra and Ultimate Combos
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These only work when your enemy?s health bar is flashing red. These basically
allow you to beat the **** out of your foe, after he is almost dead. An ultra
combo lands 20 hits; and ultimate combo scores less hits, but leads into the
danger move.

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Danger Moves
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After eliminating an enemy, what is more fun then brutally killing his
character? Danger Moves are done once the screen begins flashing red, and the
announcer starts saying ?DANGER! DANGER!?

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Humiliations
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Actually, there is something more enjoyable then a danger move! This makes
the vanquished foe start dancing to some goofy music! This can be a nice way
to tick off the other player.

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Pop-Ups
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When you are about to be killed with a danger move or humiliation, start
frantically pressing buttons, to pop back up, for one last attempt to kill
your foe. This is really annoying for the other player, obviously. It is not
recommended that you do this to someone bigger then you.

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2. Jago
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Special Moves
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Endokuken: Down, Down-Toward, Toward + any punch
The Endokuken attack will send a green fireball at an enemy from long range.

Wind Kick: Down-Toward, Down, Down-Back + MK or FK
The kick will work well as an opener, and makes you invincible to projectiles
when using it.

Laser Blade: Down-Toward, Down, Down-Back + FP
The Laser Blade is used to stab your enemy with a sword; this is particularly
useful giving you the necessary time to start a combo.

Tiger Fury: Toward, Down, Down-Toward
This is a rather nasty uppercut that will knock your enemy off his feet.

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Danger Moves
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Danger Move #1: Back, Toward, Toward, QP
This move will give your enemy the point, by stabbing him in the stomach with
your sword.

Danger Move #2: Back, Back, Toward, Toward
Even better, this results in a car crashing on top of your opponent!

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Humiliation
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Toward, Down-Toward, Down, Down-Back, Back, MK

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3. T. J. Combo
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Special Moves
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Knee K. O. : (Back), Toward, + any kick
This works as an opener or an ender.

Spinfist: (Back), Toward, QP
This is a somewhat predictable opener.

Reverse Spinfist: (Toward), Back, QP

Rollercoaster: (Back), Toward, MP
If you charge this move for 4 seconds, it will result in 4 hits.

Cyclone: Charge FP and release
Because this requires time to charge up the FP, this works best with stunned
opponents.

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Danger Moves
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Danger Move #1: Back, Toward, Toward, MP
Chances are that enemy is suffering from some back pain; why not fix it by
breaking his spine with this move!

Danger Move #2: Down, Down-Toward, Toward, FK
Or, you can decide to hurl your beaten foe against the screen. SPLAT!

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Humiliation
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Down, Down, QP

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4. B. Orchid
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Special Moves
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Flik Flak: (Back), Toward, + MK or FK
This works as an opener and a combo breaker.

Fire Cat: (Back), Toward, MP or QP
This transforms you into a large cat, and protects you from incoming
projectiles.

Ichi Ni-San: Down-Toward, Down, Down-Back
This also works as an opener.

Lasaken: Down, Down-Toward, Toward, Any punch
Yet another weird name. This projectile is good for keeping your enemy away
from you.

Niguu Giri: Down-Toward, Down, Down-Back, FP
This cartwheel will knock an enemy off his feet.

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Danger Moves
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Danger Move #1: Down, Toward, Back, QP
This move turns your opponent into a frog; squish it with a Fierce Kick.

Danger Move #2: Back, Back, Toward, Toward, QP
Wow. This will make your opponent die happy. Lets just say that Orchid shows
some, em, things to the opponent, apparently resulting in a fatal heart
attack.

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Humiliation
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Toward, Down-Toward, Down, Down-Back, Back, FP

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5. Chief Thunder
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Special Moves
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Triplax: (Back), Toward, any punch
This can be used as an opener, usually as a Fierce Triplax (which is slow and
predictable).

Tomahawk: Down, Down-Back, Back, FP
This opener is done in mid-air, and can be hard to do.

Sammamish: Toward, Down-Toward, Down, Down-Back, Back, QP
This move will knock an enemy of his feet, and serves as a combo breaker.

Phoenix: Down, Down-Toward, Toward, any kick
This projectile?s altitude can be changed by pressing up or down after firing
it.

Reverse Triplax: (Toward), Back, MP

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Danger Moves
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Danger Move #1: Down, Down-Toward, Toward, FP
Using this move, Thunder summons some lightning to give a headache that no
aspirin will fix.

Danger Move #2: Down, Down-Back, Back, FK

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Humiliation
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Down, Down, Toward, QK

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6. Fulgore
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Special Moves
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Laser Storm: Down, Down-Toward, Toward, Any punch
You can use variations of this to shoot multiple shots.

Cyberdash: (Back), Toward
This is Fulgore?s easiest opener.

Eyelaser: Down-Toward, Down, Down-Back, FK
This will shoot a small beam from your face, and is for close quarters only.

Plasma- Port: Back, Down, Down-Back, Any button
This lets you teleport towards your enemy; pressing a kick puts you behind
him, and pushing a punch will put you in front of him.

Plasmalice: Toward, Down, Down-Toward, FP
This is an uppercut that will knock an enemy of his feet.

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Danger Moves
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Danger Move #1: Down, Down-Toward, Toward, FK
Fulgore removes his mask, and blasts away an opponent.

Danger Move #2: Down, Down-Back, Back, FP
For this move, Fulgore fries his enemy with a laser.

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Humiliation
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Back, Down-Back, Down, Down-Towards, Towards, MK

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7. Riptor
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Special Moves
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Riptor Rage: (Back), Toward, Any punch
This lets you charge at your enemy and knock your enemy of his feet.

Tail Flip: Down-Towards, Down, Down-Back, Any kick
This works well as a close-quarter opener.

Jump Rake: (Back), Towards, MK or QK
This is a good opener for long combos.

Dragon Breath: Down-Towards, Back-Towards, FP
A projectile that will toast your enemy.

Flaming Venom: Down, Down-Back, Back, Any punch
This is another projectile attack.

Reverse Jump Rake: (Towards), Back, QK
This move works as an opener or a linker.

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Danger Moves
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Danger Move #1: Back, Down-Back, Down, Down-Towards, Towards, MP
Riptor has probably gotten hungry, so why not chow down on your opponents
bloody corpse! Num-Nums!

Danger Move #2: Back, Back, MK
Use this to reduce your enemy, thanks to acidic projectiles.

Danger Move #3: Towards, Towards, Back, FK
This whacks your enemy with your tail.

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Humiliation
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Down, Toward, Toward, FP

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8. Sabrewulf
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Special Moves
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Sabrepounce: (Back), Toward, FK
This is a good attack, but it is easily countered.

Sabrecut: (Back), Towards, MK

Sabreroll: (Back), Towards, QK
This works best at close range.

Sabrespin: (Back), Towards, Any punch
This opener is good for beginners.

Flaming Bat: Down, Down-Back, Back, Any punch
This is a projectile attack.

Howl: Down-Towards, Down, Down-Back, FK
This can super-charge some attacks, but you are vulnerable while doing this.

Reverse Sabrespin: (Towards), Back, MP
This is another good opener.

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Danger Moves
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Danger Move #1: Back, Back, MK
This move is used at close quarters, and lets you sharpen your claws on your
opponent.

Danger Move #2: Back, Toward, Toward, MP
This move lets you toss the enemy into the TV screen.

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9. Spinal
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Spinal is an incredibly hard player to master, but he can be great once you
do.

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Special Moves
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Boneshaker: Toward, Toward, Any punch
This attack is easy to use, and easy for the enemy to spot.

Soulsword: (Back), Toward, MP
This is effective at close range.

Footslide: Down-Back, Down, Down-Towards, FK
This powerful attack works well as an opener.

Reverse Soulsword: (Toward), Back, MP

Power Devour: (Back), QP
This is used to absorb power from an enemy?s projectiles.

Searing Skull: Down, Down-Towards, Towards, Any punch
You must absorb energy to use this projectile attack.

Super Searing Skull: Back, Down-Back, Down, Down-Towards, Towards, FP
This attack uses 2-3 moves worth of absorbed energy.

Skeleport: Down, Down, Any Kick (Behind)
Down, Down, Any Punch (In front)
Hold QP or QK, and press Up, Down, Down, and release (In air)
This lets you teleport to the named positions.

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Danger Moves
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Danger Move #1: Back, Back, Back, MK
Summon up lightning, and reduce your enemy to ashes.

Danger Move #2: Back, Back, Towards, QK
A long spike appears from your shield, and turns your enemy into shish kabob.

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Humiliation
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Toward, Down-Toward, Down, Down-Back, Back, FK

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10. Glacius
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Special Moves
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Cold Shoulder: (Back), Towards, Any punch
This charge move is easily blocked.

Liquidize: Down, Down-Towards, Toward, MK
This teleport move is especially nasty when combined with an uppercut.

Shockwave: Down, Down-Towards, Towards, Any punch
This sends blue bolt that bounces along the ground.

Ice Lance: Down-Toward, Down, Down-Back, QP
This turns your arm into a blade for a painful uppercut. This looks like a
rip-off of one of the attacks the T-1000 in T2 used.

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Danger Moves
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Danger Move #1: Back, Back, Back, FK
This move lets you use your morphing abilities to liquefy your enemy.

Danger Move #2: Back, Down-Back, Down, Down-Toward, Toward, MP
This move injects the opponent with something that turns him to ice.

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Humiliation
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Toward, Toward, Back, QK

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11. Cinder
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Cinder is probably the easiest character to master, and is good for
beginners.

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Special Moves
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Trailblazer: Toward, Toward, Any punch
This attack makes it ridiculously easy to string together combos.

Heatfist: Back, Back, QP
This works only at close range.

Fireflash: Toward, Down, Down-Toward, Any kick
This difficult attack sends your enemy flying.

Dash: (Back), Toward, MP or FP
This is very similar to the Trailblazer.

Heatsink: Toward, Down-Toward, Down, Down-Back, Back, FP
This makes you temporarily invisible.

Mirage: Toward, Down-Toward, Down, Down-Back, Back, MP
This protects you from projectiles until you get hit.

Inferno: Toward, Toward, Any kick
This will leave you open to attacks after you register a few hits.

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Danger Moves
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Danger Move #1: Back, Back, Back, MP
This melts your opponent into a pool of flames.

Danger Move #2: Down, Down-Toward, Toward, QK
This move turns your enemy into ashes.

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Humiliation
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Back, Back, FK

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12. Eyedol
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Eyedol can only be gained with a code, and is horribly slow unless you learn
to master his special moves.

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Special Moves
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Club Swing: Back, Toward, FP
This works well for deflecting most air attacks.

Head Charge: Back, Toward, QP
This is fast, powerful, and predictable.

Forward Jump: Back, Toward, QK

Fireball: Down, Down-Toward, Toward, Any punch

Stomp Jump: Back, Toward, MK or FK

Foot Stomp: Back, MP
This attack gives you an energy boost and powers up some attacks; it will
make your head charge extra fast or let you fire 3 fireballs at once.

(Eyedol has no known Danger Moves or Humiliations)

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13. Codes
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Play as Eyedol
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Select Cinder as your character. At the Vs. Screen, press QK, QP, FP, MK, MP,
FK. The announcer will then say, ?Eyedol!?

Speed Codes
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This codes are entered at the Vs. screen, and will cause a punching sound if
entered correctly. In 2-Player, both players must enter them.

Slow Speed: Hold Left, + R, A, B
Fast Speed: Hold Right, + L, X, Y
Faster Speed: Hold Right, + R, A, B
Fastest Speed: Hold Left, + L, X, Y

Easy Combo Breakers
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Hold down and press start at the Vs. screen; the announcer will say ?Combo
Breakers!?

Music/Stage Select
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These are pressed when selecting a character; Player 1 selects the stage, and
Player 2 selects the music.

Up + L = Ice Temple
Up + R = Castle Roof
Up + X = Ice Sculpture
Up + A = Desert Roof
Up + B = City Roof
Down + L = Canyon Bridge
Down + R = City Street
Down + X = Lava Pit
Down + Y = Bloody Arena
Down + A = Factory
Down + B = Fireplace
Down + B (both controllers) = Sky Platform

Kody do gier

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