Killer Instinct Character Guide


KILLER INSTINCT CHARACTER GUIDE


Just as diverse as their motivations for joining Ultratech’s Killer Instinct Tournament, each character possesses their own unique movesets and special abilities as well. Below you’ll find a list of all playable characters with all of their plausible moves that you may then memorize and execute at any time during play. Know your enemy, become a master of your own characters movesets, and you’ll be a force to be reckoned with when it comes time for a showdown!


T.J Combo | Fulgore | Jago | B. Orchid | Chief Thunder | Spinal | Riptor | Sabrewulf | Glacius | Cinder | Eyedol


TERMINOLOGY


If you’re new to fighting games in general, you may have some trouble reading some of the abbreviations in this guide. To help, here are some of the most frequently used abbreviations in the guide.

QP: Quick Punch (L Button)
QK: Quick Kick (R Button)
MP: Medium Punch (Y Button)
MK: Medium Kick (B Button)
FP: Fierce Punch (X Button)
FK: Fierce Kick (A Button)

QCF: Quarter Circle Forward. This is an abbreviation of the motion Down, Down-Forward, Forward, rotating the control stick/directional pad a quarter of a circle forward starting from the bottom

QCB: Quarter Circle Back. Similar to QCF, but instead of moving the control stick/directional pad towards the opponent, you move it away. The motion for this would be Down, Down-Back, Back.

DP: Dragon Punch motion. Originating from Street Fighter, and appearing in many other games, this command is used by most characters as an uppercut/anti air. the input for this command is Forward, Down, Down-Forward, though the game labels the inputs as Forward, QCF. I’m not sure if its my controller, but I’ve done the moves using just the traditional input which I first mentioned.

RDP: Reverse Dragon Punch. this is just a mirrored version of the Dragon Punch input. The motion is Back, Down, Down-Back.

HCF: Half Circle Forward. This motion starts from Back, and goes to forward in a downwards arc. The input for this is Back, Down-Back, Down, Down-Forward, Forward.

HCB: Half Circle Back. This motion is just the reverse of Half Circle Forward, meaning you start from Forward and go all the way to back, making the motion Forward, Down-Forward, Down, Down-Back, Back


T.J. COMBO


Age: 25
Height: 6’1”
Weight: 220 lbs.


Biography:
T.J. Combo was once the undisputed heavyweight champion of the world for five years straight. He was stripped of his title for his brutal methods of punishing opponents. He now fights to regain his fame and fortune.

Special Moves Controller Input
Powerline Charge then and FP
Rollercoaster Charge then and MP
Spinfist Charge then and QP
Flying Knee Charge then and FK
Knee K.O. Charge then and MK
Fast Flying Knee Charge then and QK
Turn Around Punch Charge then and QP
Cyclone Charge FP then release FP

Combo Set-Up Moves Controller Input
Valid Opener Rollercoaster + FK
End Specials Powerline, Rollercoaster, Spinfist
Combo Breaker then and QK or MK or FK

Finishing Moves Controller Input
Chiropractor (Danger Move) MP
Ultra Combo FP
Humiliation QP



FULGORE


Age: 1
Height: 6’5”
Weight: 560 lbs.


Biography: A prototype cybernetic soldier developed by Ultratech, Fulgore was entered into the Killer Instinct tournament as a final test of its combat capabilities. Once its abilities are proven, mass production will begin.


Special Moves Controller Input
Laser Storm (Single Shot) QCF + QP or MP or FP
Laser Storm (Double Shot) then QCF + QP and MP
Laser Storm (Triple Shot) then QCF + QP and MP
Plasma-port Offense RDP + QP or MP or FP to teleport in front of opponent.
Plasma-port Defense RDP + QK or MK or FK to teleport behind opponent.
Plasmaslice DP + QP or MP or FP
Eyelaser and FK
Cyberdash Charge then + QK or MK or FK
Reflect QCB + QP or MP or FP

Combo Set-Up Moves Controller Input
Valid Opener Eyelaser + FK + MK
End Specials Laser Storm MP, Plasmaslice FP, Plasma-port QP, Cyberdash MK
Combo Breaker Plasmaslice

Finishing Moves Controller Input
Gun ‘Em Down (Danger Move) QCF + FK
Ultra Combo Plasmaslice + QP
Humiliation QCF + MK


JAGO

Age: 21
Height: 5’6”
Weight: 190 lbs.

Biography: Jago is a mysterious warrior monk from a remote region of Tibet. Guided by the powerful Tiger Spirit to seek his destiny, he has been lead to the Killer Instinct tournament to destroy the evil within.

Special Moves:
•Endokuken: QCF + Punch
A projectile attack. QP makes the projectile go faster, FP makes it go slower.

•Wind Kick: DownForward, Down, DownBackward + Kick (Goes through Projectiles)
A spinning kick attack. They type of kick used determines the range; QK is right in front of him, MK is half the screen and FK is the entire screen

•Laser Sword: DownForward, Down, DownBackward + FP
A short ranged slashing attack

•Tiger Fury: DP + Punch – An uppercut attack. Like Wind Kick, punch strength determines height.

Example of Valid Opener: Eyelaser FK + MK
-Wind Kick FK+ MK
-End Specials: Tiger Fury, Endokuken QP, Wind Kick MK
-Combo Breaker: Tiger Fury
-Danger Move: <>> QP Sword
-Ultra Combo: Wind Kick QK


B. ORCHID

Age: 23
Height: 5’6”
Weight: 125 lbs.

Biography: B. Orchid is a secret agent, sent by an unknown group to investigate the mysterious disappearances that surround the Killer Instinct tournament. Her true identity and abilities are shrouded in secrecy.

Special Moves:
•Lasaken: QCF + Punch
A projectile. Stronger punches make the projectile go faster.

•Flick Flak: Charge < then > + Kick
A spinning kick. Stronger versions go farther.

•Fire Cat: Charge < then > + Punch
Orchid turns into a Cat and charges at the opponent. QP has a quarter of the screen distance, FK is full screen.

•Spinning Sword: Down Forward, Down, Down Backward + FP
A decent ranged double upwards slashing attack.

•Ichi: Down Forward, Down, Down Backward + MP (or QP)
Orchid goes forward while spinning her tonfas in front of her. QP has little range but MP moves her about halfway through the screen

Example of Valid Opener: Fire Cat MP + KP
-End Specials: Spinning Sword FP, Lasaken FP, Flick Flack MK
-Combo Breaker: Flick Flak
-Danger Moves: Down, Forward, Back QK (Press FK to Stomp) Frog
-Ultra Combo: <> MP


CHIEF THUNDER

Age: 42
Height: 6’2”
Weight: 480 lbs.

Biography: Native American man, Chief Thunder, enters the Killer Instinct tournament to solve the mystery behind the disappearance of his brother, Eagle, in the previous year’s tournament.

Special Moves:
•Phoenix: QCF + Kick
Thunder throws a projectile that kinda looks like a phoenix.

•Sammamish: HCB + Punch
An upwards headbutt. The QP version barely goes off the ground, and the MP version is a small jump. The FP is some HUUUUUGE jump which has a lot of vertical and horizontal distance, but is incredibly punishable

•Triplax: Charge < then > + Punch
A spinning tomahawk slash. Does three hits. The M and F version move you about a half screen forward.

•Tomahawk: Mid-Air, HCB + FP
Thunder drops down forward from the air. This move works great to confuse your opponent on what direction to block, and is a good more to use to get in on the enemy.

•Reverse Triplax: Charge > then < and MP I don't understand what makes this so different aside from the input, really. It seems to be the same and a MP Triplax Example of Valid Opener: Tomahawk + QK
-End Specials: Triplax FP, Phoenix FK, Sammamish MP + FP
-Combo Breaker: Sammamish
-Danger Move: Phoenix FP Lightning
-Ultra Combo: <> QP


SPINAL
Age: 2650
Height: 5’5”
Weight: 110 lbs.

Biography: Spinal’s origin is a closely guarded secret of Ultratech. A secret branch of the corporation, using a variety of special techniques, have succeeded in reviving an ancient warrior. With only the vaguest memories of his past life, Spinal knows how to do only one thing: fight!

Special Moves:
•Skeleport: Down Down + Attack
Spinal engulfs himself in flames and teleports. The punch versions teleport you in front of your opponent (though the OP version will occasionally teleport you behind the opponent; I am unsure if this is a glitch or not). The kick versions teleport you behind the opponent. The stronger the attack button, the faster the teleport.

•Power Devour: < + Hold QP Spinal puts his shield up. He can absorb a projectile with this move in order to use Searing Skull/Super Searing Skull. He can absorb as much projectiles as he wants, but can only hold five stocks of power. •Searing Skull: QCF + Punch (after charging shield with projectile) Spinal fires a projectile from his sword, and loses a stock of Power Devour. •Soul Sword: Charge < then > + MP
Spinal does a horizontal slash with his sword engulfed in energy. It has good range (slightly more range that his FP) so you can use it to poke at an enemy trying to close the distance.

•Bone Shaker: >> + Punch
A charging attack. The QP and MP versions go slightly more than half the screen, while the FP version goes all the way.

•Super Searing Skull: HCF + FP (after absorbing projectile)
A faster Searing Skull. This takes up two stocks instead of one.

•Sliding Kick: DownBackward, Down, DownForward + FK
Exactly what the name implies. A sliding kick, which has about a half screen range. This move can actually be done just by holding down and FK, so the instruction guide may have been wrong there.

Example of Valid Opener: Bone Shaker MP + MK
-End Specials: Skeleport any punch, Bone Shaker + Any Punch
-Combo Breaker: Bone Shaker
-Danger Move: <<> QK Stab
-Ultra Combo: QCF + FP


RIPTOR

Age: 4
Height: 7’0”
Weight: 700 lbs.

Biography: Riptor is a product of Ultratech’s DNA manipulation project. By splicing human and reptilian genes, they have created a fighting creature with animal ferocity and human intelligence.

Special Moves:
•Claw Uppercut: Down Forward, Down, Down Backward + QP
Riptor raises his arm up and uppercuts. It’s not much of an anti-air, but I supposed that is its purpose.

•Tailflip: Down Forward, Down, Down Backward + Kick
Riptor does rolls forward with his tail slamming the ground. The LK version keeps him in the area he’s standing, while the FK version brings him a quarter of the screen forward. His tail has the range of about a quarter of the screen.

•Flaming Venom: QCB + Punch
Riptor spits out some green goop. The stronger the punch, the faster it goes. The FP version can also be done in the air.

•Dragon Breath: Down Forward, Down, Down Backward + FP
A short ranged attack. Riptor lowers his head a bit and shoots a short trail of fire from his mouth.

•Jump Rake: Charge < then > + Kick
A jumping kick. Riptor goes a little bit forward with the QK version, about half the screen with the MK version, and almost the entire screen with the FK version. the FK version works as a good anti air as well, though leaves you very vulnerable if you miss.

•Rampage: Charge < then > + Punch
A running charge. Riptor does not stop until he hits something.

•Reverse Jump Rake: > then < MK (or QK) The same thing as the MK/QK versions of jump rake, only with a reversed input. Example of Valid Opener: Jump Rake QK + QP
-End Specials: Flaming Venom FP. Tailflip MK, Claw Uppercut
-Combo Breaker: Jump Rake
-Danger Move: << MK Deadly Venom -Ultra Combo: <> + QK


SABREWULF

Age: 45
Height: 5’11”
Weight: 400 lbs.

Biography: Sabrewulf is afflicted with the rare disease, Lycanthropy. Although he has spent most of his life as a recluse, he enters the Killer Instinct tournament on the promise of a cure if he is victorious.

Special Moves:
•Sabrespin: Charge < then > + Punch
Sabrewulf spins while doing moving forward, doing two punches. FP is full screen distance, MK is half screen, and QP is close up.

•Flaming Bat: QCB + Punch
Sabrewulf’s projectile. Stronger punches make the projectile go faster.

•Howl: Down Forward, Down, Down Backward+ FK
Sabrewulf howls. I’m not entirely sure what this does.

•Sabrepounce: Charge < then > + FK
Sabrewulf jumps across the whole screen at a low height, and slashes the opponent. Not the best move to use up close as he takes a moment to crouch.

•Sabreslap: Charge < then > + MK
Sabrewulf runs at you and uppercuts. If you’re right in front of him, he’ll just do the uppercut.

•Sabreroll: Charge < then > + QK
A forward roll followed by a low slash. Both the start of the roll and the slash do damage.

•Reverse Sabrespin: Charge > then < + MP Same as the MP Sabrespin, but with reversed directions Example of Valid Opener: Sabrepounce + MP
-End Specials: Sabrespin QP, Sabrepounce, Sabreroll, Sabreslap
-Combo Breaker: <> Any Kick
-Danger Move: << MK Claw -Ultra Combo: >< QK


GLACIUS

Age: Unknown
Height: 6’3”
Weight: 300 lbs.

Biography: Glacius is an alien being from a distant planet. When his spaceship crash landed on earth, he was captured by ultratech. Hoping to prove these alien beings to be inferior, Ultratech forces him to fight for his life in the Killer Instinct Tournament.

Special Moves:
•Shockwave: QCF + Punch
This not-so-standard projectile bounces up and down on the ground rather than going in a straight line. Stronger punches make it go faster

•Cold Shoulder: Charge < then > + Punch
Glacius charges shoulder first at the opponent. The QP version moves you slightly forward, the MP version moves you a little bit less than half the screen, and the FP version moves you almost full screen.

•Ice Lance: Down Forward, Down, Down Backward + QP
An uppercut. Decent range, though there are some more safer options to poke.

•Liquidize: QCF + Kick
A teleport. the QK version puts you behind the opponent and does not damage, while in the MK and FK, Glacius preforms an uppercut. the FK version launches the opponent in the air.

Example of Valid Opener: Cold Shoulder FP + QP
-End Specials: Shockwave FP, Liquidize FK, Ice Lance
-Combo Breaker: < then > + Punch
-Danger Move: HCF + MP Ice Pick
-Ultra Combo: <> FP


CINDER

Age: 31
Height: 6’2”
Weight: 195 lbs.

Biography: Cinder was a convicted criminal who agreed to participate in Ultratech’s chemical weapons test in exchange for early parole. A failed experiment turned him into a being of living flame. He has now been offered freedom if he defeats Glacius in the Killer Instinct Tournament.

Special Moves:
•Inferno: >> + Kick
An odd projectile. Cinder fires a stream of flames from his hand. the QK version has short range, while the MK goes a little bit less then half screen. The FK version goes a bit more than half screen.

•Fireflash: DP + Kick
A flip kick. Stronger versions result in higher flips.

•Heatfist: << + QP Similar to Inferno, but with less range than the QK version. •Heatsink: HCB + FP Cinder turns himself invisible, but you can see his shadow. •Mirage: HCB + MP Similar to Heatsink, but instead he turns black and is immune to projectiles until damaged. •Trailblazer: Charge < then > + Punch or >> + Punch (In air, >> + Punch)
Cinder floats in the air, and charges head first into the opponent. The stronger the punch, the farther he goes. The air version is helpful for getting out of bad situations such as being cornered.

Example of Valid Opener: Trailblazer MP + QP
-End Specials: Trailblazer MP, Fireflash FK, Fireflash MK, Fireflash QK
-Combo Breaker: Fireflash
-Danger Move: QCF + QK Inferno
-Ultra Combo: < then > FP


EYEDOL (FINAL BOSS)

Age: That would be telling
Height: Too tall
Weight: Really heavy

Biography: Eyedol is Ultratech’s trump card, a warlord. Ultratech’s scientists snatched him out of Limbo to do battle with the finalist in this year’s Killer Instinct tournament. Little did they realize what kind of power they were releasing when they set Eyedol free from his magical prison…

The way to select Eyedol is by no means a simple task!

If you are playing on the Arcade version, you must select Riptor and hold Left, and press QP and QK. Then, once the versus screen comes up, move the stick into the Right position and press MP, FP and FK.

If you’re playing on the SNES version, then you must select Cinder, and at the versus screen, hold Right, and then press LP, LK, HP, MK, MP, then HK

In the Gameboy version, you can pick any character, then hold Right and press Select, Start, B then A at the VS screen.

Now that we’ve gone over the method of selecting Eyedol, here is his movelist:

•Fireball: QCF + Punch
Eyedol spits out a fireball. Stronger punches make stronger fireballs.

•Horn Charge: Hold < then > + QP
Eyedol runs at the opponent head first and rams them with his head.

•Mace Swing: Hold < then > + FP
Eyedol swings his mace; this attack can be used to reflect projectiles.

•Forward Leaping Mace: Hold < then > + QK
•Upward Leaping Mace: Hold < then > + MK
•Backward Leaping Mace: Hold < then > + FK
These three moves are incredibly similar; the only difference is the direction Eyedol moves at. They are also the exact same thing as his jump, making this slightly redundant for anything but combos.

•Energy Stomp: < + MP This move is weird. Eyedol will start charging up. from here, you can do one of the following: •Triple Fireball: QCF + FP Eyedol fires three fireballs in quick succesion. •Quick Turbo Horn Charge: > + QK
This is just a faster version of Horn Charge. This must be inputted immediately after Energy Stomp is.