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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter K » Killer Instinct Gold - Strategy Guide (Page 01)

Killer Instinct Gold - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Killer Instinct Gold - Strategy Guide (Page 01).

    The Killer Instinct Web Presents: The Killer Instinct Gold FAQ
=======================================================================
Version 1.35a                                            Date: 11/29/97
E-Mail: hardcore@bellsouth.net                         Author: HardCore
"The Killer Instinct Web"
=======================================================================

 I recommend you view this file with Microsoft's Write Program for
Windows 3.1 or Microsoft's Word Pad for Windows 95. Font "Courier New"
with a 09 size is the default font. This font will allow you to view
the counter charts properly. MAC users that wish to view the FAQ properly 
on your word processor set the margins to .44 inches, and use Courier 12. 
If you are having trouble viewing this FAQ please e-mail me at: 
hardcore@bellsouth.net

========================================================================
                         Table of Contents
========================================================================

    I. Introduction
   II. About This Version of the FAQ.
  III. The Killer Instinct Gold Review.
   IV. Killer Instinct Gold Modes of Play.
    V. Guide to Understand the FAQ.
   VI. Definitions/Explanations.
  VII. The Killer Instinct Gold Combo Theory.
 VIII. Character Profiles.
   IX. Codes and Cheats.
    X. Glitches.
   XI. Fun Things to Do In Killer Instinct Gold.
  XII. Differences between KI2 and KI Gold.
 XIII. Where to find the latest version of the FAQ?
  XIV. Great Killer Instinct Gold Links.
   XV. Credits and Special Thanks.
  XVI. Disclaimer (Legal Crap Nobody Reads).

========================================================================
                          I. Introduction
========================================================================

 Killer Instinct Gold was released for the Nintendo 64 Entertainment
System on November 25, 1996. The game features 11 characters that were
found on the arcade counterpart, Killer Instinct 2. Gargos is the master
mind behind UltraTech operations and final boss of the game (also hidden
in the game via a code - see codes section). The game has the following
specs:

    +-----------------------------------------------------------+
    |Developer:             | Rare Ltd.                         |
    -------------------------------------------------------------
    |Publisher:             | Nintendo of America               |
    -------------------------------------------------------------
    |Release Date:          | November 25, 1996.                |
    -------------------------------------------------------------
    |Retail Price:          | $67.00-$79.99 U.S dollars         |
    -------------------------------------------------------------
    |Players:               | 2 Player Simultaneous             |
    -------------------------------------------------------------
    |Type of Game:          | 2 Dimensional Fighting Game       |
    -------------------------------------------------------------
    |Frames Speed:          | 60 frames per second (fps)        |
    -------------------------------------------------------------
    |Character Line Up:     | 11 characters                     |
    -------------------------------------------------------------
    |Hidden Characters:     | None                              |
    -------------------------------------------------------------
    |Stages:                | 13 stages                         |
    -------------------------------------------------------------
    |Combo Limit:           | 90 Hits                           |
    -------------------------------------------------------------
    |Controller Support:    | Analog and Digital                |
    -------------------------------------------------------------
    |Save Feature:          | Yes, EEPROM                       |
    +-----------------------------------------------------------+

========================================================================
                  II. About this Version of the FAQ
========================================================================

 Please read the credits and thanks to find out who did what for this
FAQ. If you would like to add some information drop me a line at:
hardcore@gil.net Any information not found on this FAQ is welcomed.

 Version 1.35a:
 --------------

 * Changed my e-mail address all over the FAQ.
 * Changed the URL to the KI Web all over the FAQ too ;).

 Version 1.35:
 -------------

 * New combos added.
 * Even MORE places where you can find this FAQ.
 * Added a few more things to the Combo Theory.
 * Fixed some spelling errors.
 * Added help to those viewing the FAQ with a MAC.

 Version 1.30:
 -------------

 * Lots of glitches in the glitch section.
 * More places where you can find my FAQ.

 >>>> I will be adding many more combos on Version 1.40!!! <<<<

 Version 1.25a:
 -------------

 * Added TJ Combo (left out accidently)

 Version 1.25:
 -------------

 * Wrote entire FAQ all over.
 * Added combo categories.
 * Added 2-3 combos per character.

 Version 1.10 or less:

 * Beta version.

========================================================================
                 III. The Killer Instinct Gold Review.
========================================================================

 Nintendo 64 owners have been yearning for an excellent fighting game
for the system... the wait is over. Killer Instinct Gold was designed by
the same team that produced Killer Instinct 2 at the arcade and it
shows. Featuring 11 HUGE (and I mean huge) characters KI Gold will leave
you playing until your thumbs become sore... and even that will not stop
you!

Graphics:
---------

 Killer Instinct Gold is the most beautiful game to have been released
for the Nintendo 64. Thus far is the only game that does not have
polygonal characters, but it uses one of the most unique graphic
techniques available, rendering. The characters are huge when really
close to each other and really small when the are far apart (scrolling).
The detail that went into the characters is just amazing! The animation
is fluid at a sweet 60 frames per second, with lots of frames of
animation per character, NO swap characters here. The combos will leave
you with your jaws open in amazement thanks to the beautiful camera work
which Rare accomplished on Killer Instinct Gold.

 Which brings us to the levels. When you play Killer Instinct Gold you
will automatically comprehend why Nintendo took the time that it did
to finish the game. The levels are the best I have ever seen, not only
are they interactive, but they are graphically impressive. If you play
KIG and then play Tekken 2 on your playstation you will feel like your
playing in a boxing ring... Take TJ's level as an example: The Street
as the level is called takes place in a ghetto street but unlike those
side scrolling levels you find on many 2D games or the repetitive
backgrounds you find in 3D games ala Tekken 2 or Virtual Fighter,
TJ's level is completely different as you move around in 360 degrees.
Let me explain. The level begins off with the camera moving into the
level and the announcer says "Ready" then the music (which I will talk
about later) starts and you begin fighting. Now the background is
a graffiti on a brick wall as you move to the right you will find a
train track which every 10-20 seconds a train passes by and the lights
begin to flicker and turn red. If your character is standing below
the lights their hue will change accordingly.  As you move to the left
you come across an old fence which the camera is slightly above it
and your fighters are viewed through the holes. This camera view is
certainly amazing! It feels very realistic to play with such a camera
view. As you move into the left and knock down garbage cans on your
way; which remain on the level for further beating, you come across
another fence this time metallic... well you get the idea! Other stages
feature details such as in your face wall smashing (sabrewulf) in which
you brake the left side of the castle wall and you can actually see
the bricks hit the screen and then it flashes! The levels have too much
detail to explain here, you simply have to experience it yourself.

 There are a few things that the arcade version had that Killer Instinct
Gold does not have. The most obvious is the Full Motion scenes that the
arcade had. While I most admit that the arcade full motion scenes were
amazing, they do not enhance the game play one bit. The FMV does add to
the storyline as I am well aware, but game play is what matter here.
Also the fall outs is another "disappointment" for some people who loved
to watch the characters fall into a very beautiful digitized lava pit
or water, and are now treated with some awesome camera work. Do not get
me wrong, but I think that the fall outs are not as bad as some of the
people think. They are not terrible or really disturbing like the Super
Nintendo fallouts, Nintendo did manage to get some interesting camera
work going for the fall outs. The endings are not like the arcade which
used a combination of full motion video (FMV) along with 3-4 fully
rendered art! Now the N64 version makes use of "recycled animation"
which is really not that bad. There is so much you can do on a cart and
Nintendo saved all the memory they could for the 3D stages. Oh and also
the other Spinal stage (the docks) is missing. The graphics definitely
deserve a 10.

 Graphics Rating: [10/10]

Sound and Music:
----------------

  Without a doubt Killer Instinct has the best music for the Nintendo 64
and any other game out there! The music for every level is completely
different from one another. There is Rap, Techno, Heavy Metal, Asian(?),
heroic, and mid evil music, this game has it all. Some of the levels
like Orchid's and Combo's even have lyrics to the music "Hey... yeah...
hey... yeah" and so forth. I would go as far as to say that they are
even better than the arcade... maybe the volume on the music should have
been greater in order to enjoy it completely. The sounds are right on.
You will hear every hit and grunt by all the players which is very
important in KI Gold. The grotesque growl of Saberwulf, the "tings and
tongs" of metal hitting the floor, the "chings and changs" of the swords
clashing against each other. Also the train in TJ's level causes an
earth quaking sound every time it passes by. The announcers says all the
character names, ultra, ultimate, supreme victory etc... The game gets a
very high plus again on this section!

 Sound and Music Rating: [10/10]

The PlayControl:
----------------

 The most complex combo system of any video game to date (when was the
last time you saw a fighting game that featured a combo theory?)!
The types of things you can do in this game are almost endless, needless
to say that every character has over 2 million combos! Its really
amazing and funny to hear KI nonbelievers blast about how simply the
combo system is yet they are not able to even pull off a 12-Killer
combo! KI Gold has specials, supers, openers, linkers, endspecials
(which you can build up), autodoubles, manual autodoubles, super
linkers, parrys, counters (rock, paper, scissors), shadows,
slo-mos, speed up combos, ultras, ultimates, mini ultras, no
mercies, ultra breakers, juggles, juggle breakers... and the list
goes on and on and on. The moves are done very easily with the
D-Pad but are a little difficult with the analog stick. I guess Im
just used to playing fighting games with the D-Pad... The background
graphics at times get in the way, but I guess Rare intended it to be
this way for added realism. Also the Combo system nows goes all the way
up to 90 HIT an extra 10 hit from the KI2 arcade machine. Also the
small buttons on the Nintendo 64 controller get on the way, this is
perhaps the biggest drawback and Rare is NOT to be blamed.

 Play Control Rating: [10/10]

Game Play:
----------

 Killer Instinct Gold gives you more options that you can shake a
stick at. At the beginning it gives you basic options such as camera
views, control setup, time limit, etc. As you defeat the computer in
different difficulty levels it allows access to more options. Medium
offers level 2 options, hard offers level 3 options, very hard offers
level 4 options, and master offers level 5 options. Among the new 20+
options there are easy juggles, supers, early ultimates, etc.. this
really lets you have fun while you play the game. Warning I recommend
you only use this things once in a while because they could hurt your
skills. The good thing is that s that if you play the game in arcade
it will NOT allow you to enter your initials on the top 10! Your combos
scores, speed and fatals can be saved by pressing the "Z" trigger on
your controller! In order to make fighting the computer more enjoyable
and lasting you receive different options as you beat the computer
(options mentioned above). In addition to that beating it in very hard
opens the gate to master difficulty which allows you to access level 5
options with the juiciest of all the options!

 What's more you in order to access other different colored characters
you have to beat the training levels in easy, medium and hard. Also
there is focus training in which you can master your weakness such
as combo breakers etc...

 In addition to all that there are various 2 player options. Team
will pit 2 different teams (2-11 characters) and the fight ends
once all the characters have been defeated. Team elimination is
the same as Team but you must finish your opponent with an Ultra,
Ultimate, or knock off or else the character will disappear, but later
reappear as an extra enemy! This is fun to play as it last very very
long. With early ultimates turn on this really gets into a massacre
and scream fest! The tournament mode is one in which the winner stays
loser rotates. Aside from these you have the standard 2 player
arcade mode which is exactly like the arcade.

 Game Play Rating: [10/10]

Overall:
--------

 Killer Instinct Gold is definitely the BEST fighting game available
for the Nintendo 64 or any other system. The graphics are step above
its predecessor and any of the rest of the fighting crowd. The music
is right on with different a variety of different beats that add to
the level! The options available are endless which means you will be
playing the game well into the next version of Killer Instinct Gold
is released and if XBAND ever arrives to the Nintendo 64, it will
be well beyond that. Mortal Kombat Trilogy does not come even close
to what has been accomplished by Rare Ltd and Nintendo. Killer Instinct
Gold is a blast to play, a mission to master, and a hella of a lot of
thumb sores, if you had one choice for a video game this christmas
and you are a fighting game fan you just wont go wrong with Killer
Instinct Gold. We await Killer Instinct 3 with very high standards, lets
just hope Rare can deliver! FIGHT ON!

 Overall Rating: [10/10]

========================================================================
              IV. Killer Instinct Gold Modes of Play.
========================================================================

 The beauty of Killer Instinct Gold is the great variety of options
available to the player. First and the most obvious of options are the
mode of play.

 Arcade: allows you to play exactly like the arcade 1 or 2 players. Two
players will be pit against each other and one player will pit you
against computer controlled opponents on the road to Gargos.

 Team: each player selects a team of 2-11 characters and the fight is
over when all the players from one team are completely perished.

 Team Elimination: very similar to Team mode but the characters will
only be eliminated when they are killed by either an Ultra, an Ultimate
or a No Mercy. Knock offs can also be used, but only on the last
character.

 Tournament: two to eight players will be pit in a tournament setting in
which winner stays losers rotate.

 Practice: allows you to practice all the combos with the exceptions of
Ultras and Ultimates. Two players can practice at the same time, but the
move marker (arrows at the bottom of the screen) will only show for the
first player.

 Training: the master will teach you how to do moves, counters, combo
breakers, and even combos. For those of you who are elites at KI Gold
Nintendo made use of hidden colors so you too will enjoy the option.

 Focused Training: choose the level you are weak at and learn from the
master.

 Options: allows you to configure your game accordingly.

========================================================================
                 V. Guide to Understanding the FAQ
========================================================================

 I make use of the abbreviations in order to write this FAQ faster.
Please take a minute or two to study the basics of this FAQ so you dont
waste time coming back to refer to this portion often.

B = Back                                      DF = Down Forward
F = Forward                                   DB = Down Back
D = Down                                      UF = Up Forward
U = Up                                        UB = Up Back

QP = Quick Punch                              QK = Quick Kick
MP = Medium Punch                             MK = Medium Kick
FP = Fierce Punch                             FK = Fierce Kick

1 = Quick Punch                                4 = Quick Kick
2 = Medium Punch                               5 = Medium Kick
3 = Fierce Punch                               6 = Fierce Kick

[P] = Press any Punch                         [K] = Press any Kick

DP   = Dragon Punch Motion        [F,DF,F]
QCB  = Quater Circle Back         [D,DB,B]
QCF  = Quater Circle Forward      [D,DF,F]
HQCB = Half Quater Circle Back    [DF,D,DB]
HQCF = Half Quater Circle Forward [DB,D,DF]
HCB  = Half Circle Back           [F,DF,D,DB,B]
HCF  = Half Circle Forward        [B,DB,D,DF,DF]
FCB  = Full Circle Back           [U,UF,F,DF,D,DB,B,UB,U] (360 Degrees)
FCB  = Full Circle Forward        [U,UB,B,DB,D,DF,F,UF,U] (360 Degrees)

[] = Press
() = Hold

"+" = Add press the button (this only comes out on Combos)
"-" = Continuos motion (For Example: QCB-F+[5])
"/" = or
AD  = Auto Double

========================================================================
                    VI. Definitions/Explanations
========================================================================

 Since Killer Instinct Gold is such as complex game you will need to
learn a few terms. Please try to remember these definitions because you
will need them throughout the FAQ.

------------------------------------------------------------------------
                          Simple Definitions
------------------------------------------------------------------------

 Timer -    the clock on the middle of the screen which counts down from
            99 to 00. If the clock reaches the 00 figure before any of
            the characters have died, the character with the MOST life
            will win the battle. If both charactes have an equal amount
            of life, it will be considered a "draw".

 Life Bar - the color bar on top of the screen. If you inflict damage on
            your opponent their life bar will decrease, if your opponent
            hits you, your life bar will decrease. There are 2 life bars
            one green and the other red. If you deplete your opponent's
            green life bar it will turn red and the fight will continue.
            Once he has low red life it will start flashing something
            we call "Red Flashing Power".

 Red Flashing Power - when the red life bar starts flashing. When your
            opponent's life is flashing red, this is the time when you
            are able to perform your ultras, ultimates, & No Mercies
            (which Nintendo changed to Out of Combo Ultimates). Also the
            character in red flashing power will cause double the damage
            he normally would.

 Power Bar - the power bar are little square type things that appear
            beneath your life bar. As you attack and your opponent
            blocks the power bar will begin to get filled up - meaning
            more blocks will appear. You can tell how much power you have
            by following the example below:

            1 black block > 1 pink block > 6 pink blocks > 6 yellow
            blocks

            Meaning that for every black block it will turn pink, then a
            second black block will appear which will turn pink all the
            way up to 6. Then the same will happen to the pink which will
            then start turning yellow. The only way to see whether or not
            your bar has arrived at its maximum, is by the flashing power
            bar in yellow! There are many ways to power up the life bar.
            Below are just some:

            Combo breaking, getting hit, opponent blocks combo, perform
            4 super linkers in a combo,  pressure combos and more.
            Some characters are capable of taking your power into theirs
            one example is Spinal.

 Profile Screen - very valuable for the codes. This screen is the one
            where they display the character's height, weight, storyline,
            etc...

------------------------------------------------------------------------
                           Complex Definitions
------------------------------------------------------------------------

                        ---==|Special Moves|==---

 Every character in the game has 5 or more special moves. These moves
 require that you perform a motion on your controller or a charge motion.
 Special moves do not deplete your super bar and can be done many times
 during a match. Some special moves serve as 4 of the 5 endspecials.
 Special moves will cause a mere 1/10th of damage to a blocking opponent

                         ---==|Super Moves|==---

 Super moves are moves that require "blocks" from the power bar. Each
 different super move takes away different amount of blocks, it all
 depends on the move you are performing. The maximum amount of blocks a
 super move takes away is 6! These move are usually linkers or Ultra
 buffers (more info on combo theory). Super Moves perform the following
 purposes:

  * Damage Factor                           * Linker
  * Recovery Moves                          * Starters
  * Ultra Buffer                            * Enders
  * Ultra Breaker                           * Life replenisher

 While the super move has the functions mentioned above, each character
 is NOT capable of performing all. More of this will be explained on
 each character profile.

                          ---==|Shadow Moves|==---

 Shadow moves are super moves which when executed leave a trail of
 shadows behind the character. All shadow moves are linkers and openers
 and take away 6 power blocks from the super power meter. When a shadow
 move is performed and the combo is continued, the shadow will trail all
 throughout the combo. Also, if you perform a shadow at the beginning of
 a combo the super linker which corresponds to the same button and motion
 (generally speaking of Jago) can be done by the simple special motion,
 not the super motion. For Example:

  Jago:
  Shadow Move, AD, WINDKICK LINKER, AD, Ender.

 The "WINDKICK LINKER" is the normal Windkick with MK but because of the
 shadows, your character will perform the Super Windkick instead, which
 will give you 5 free hits for the linker.

                       ---==|Recovery Move|==---

 Whenever your opponent knocks you down you will be able to perform a
 recovery move. What the recovery move will allow you to do is, knock
 the opponent down if they attempt to attack you as you are getting up.
 Each character's Recovery Move is different from the other, so you
 will need to remember each and everyone for the characters. These moves
 can be very useful, specially when you are in a jam. One warning though
 the recover moves can also be countered... there is a "small window
 of opportunity" as GameFan calls it, that will leave you open from an
 opponents attack. This, again, varies from move to move.

                       ---==|Pressure Moves|==----

 Pressure moves are two automatic hits that all opponents have. These
 move can be used to juggle the opponent or to begin "Pressure Combos",
 and also as autodoubles.

                       ---==|Transition Moves|==---

 Transition moves are moves that can be executed while the character is
 still on his initial move animation. Example:

   TJ Combo:
   Powerline and while he is running you perform the Rollercoaster.

 TJ will begin running and then drop to the floor and do the roller
 coaster in one smooth animation.

                           ---==|Throws|==---

 Every character in KI Gold has a throw, with the exception of Fulgore.
 The throw button differs from character to character. This move is
 performed when you are extremely close to your opponent. You may also
 perform a throw in your combo after your autodouble which will set your
 opponent up for an easy air juggle. Warning, throws can be reversed and
 combo reversal can also be reversed!

                         ---==|Combo Breaker|==---

 Combo Breakers allow you to break an opponent's combo by performing
 a special motion or charge on your controller. The combo breaker chart
 below, will help you understand how to break combos:

                          Punch  Breaks  Kick
                          Kick   Breaks  Punch

 The only thing you can NOT combo break are super linkers, super enders,
 slo-mos and ultimates.

                        ---==|Ultra Breaker|==---

 In order to perform an Ultra breaker you must have 6 super power
 block in your super power bar. During the first 4 hits of the ultra
 perform your opponent's Ultra Breaker and you will be able to break the
 Ultra! This move is devastating because it has the damage of a normal
 super and also the double damage from the flashing power.

                         ---==|Ultra Combo|==---

 The Ultra is performed on the opponent's red flashing power. If you
 perform different enders in your match the Ultra combo will extend.
 All of the Ultra combo hits are computer controlled. Remember that
 one of the character's super can buffer the ultra. For more information
 refer to the Combo Theory Section of this FAQ.

                      ---==|Mini Ultra Combo|==---

 Mini Ultra combos are performed when your opponent's life bar is green.
 Do a move that will take the last little drop of their green life bar,
 continue with the combo and then do the mini ultra motion. You must
 have done at least 1 ender during the green life bar to be able to
 perform the mini ultra.

                      ---==|Ultimate Combo|==---

 Ultimate combos are also moves which are done during a combo, and like
 the Ultra, it can only be done during the opponent's red flashing
 power. The character will do a move which will take away the rest of
 the opponents's life by a special death sequence. This move can not be
 combo breaked.

                          ---==|No Mercy|=---

 Nintendo changed the name of the No Mercy to Out of Combo Ultimate,
 but in this FAQ I will refer to it as a No Mercy. The No Mercy is done
 anywhere on the screen during the opponent's red flashing power. The
 character will perform a special move which can automatically kill the
 opponent. No Mercies can be blocked, and will usually leave your
 character stuck in the animation for a couple of seconds. No Mercies
 can NOT be blocked if done during a combo.

                          ---==|Counters|==---

 Counter move works just as the old game "Rock-Paper-Scissors" does.
 If a character perform's a special you can counter it by performing
 another special. To further explain this "RPS Theory" we must use an
 example:

  TJ Tremor Move (Scissors) > Counters > Spinal's Skull Skrape (Paper)

   This could be used to generalize the counter "RPS Counter Theory"

   Rock > Counters > Scissors > Counters > Paper > Counters > Rock

 To make things simpler I have included a chart on each of the profiles
 for each character. A sample chart is provided below with explanations
 as how to read the chart.

     ---------------------------------------------------------
     |You!      |ROCK          |PAPER         |SCISSORS      |
     ---------------------------------------------------------
     |Opponent  |Scissor       |Rock          |Paper         |
     ---------------------------------------------------------

  ROCK - this is your character's ROCK move. This move will counter
         any scissor move your opponent does.

  PAPER - this is your character's PAPER move. This move will counter
         any rock move your opponent does.

  SCISSORS - this is your character's SCISSORS move. This move will
          counter any paper move you opponent does.

 If you do a rock move and your opponent does a rock move the person
 who did the move first will win the toss up. This is one of the most
 beautiful elements of KI Gold that sets it aside from any other game
 out there!

                      ---==|Parry Moves|==---

 Parry moves will stop your opponent's over the head attack or just
 about any fierce punch or kick they do. By simply pressing Back and
 quick punch you will activate your character's parry. There will be a
 slight pause and there will be a Yellow spark which will be your visual
 cue that you did it right. You may move to an opener or an instant dizzy
 from here. Refer to the Combo Theory Section of this FAQ for more info
 on how to perform the BIG hit combos in Killer Instinct Gold.

                     ---==|Stage Knockoffs|==---

 In most of the level in Killer Instinct Gold you will be able to knock
 your opponent into a portion of the background and something special
 will happen. The last move of the combo most send the character
 flying into the air.

========================================================================
            VII. The Killer Instinct Gold Combo Theory.
========================================================================

 I would like to thank Scooby for providing me with the background
information as to how the Combo Theory works. Thanks Scooby!

 This is used to begin a combo. A starter can be a number of moves,
 as seen below:

  · Almost every Special Move
  · Some super moves.
  · Ducking attacks (Ducking 6 or Ducking 3.
  · Mid-Air attacks (Jumpkick while opponent is in the air)
  · Overhead attacks (B + 3..when opponent is ducking)
  · Jump kicks
  · Throws...Yes, you can combo off of throws.
  · Parry attacks (B + 1 while opponent attempts to hit you with a
    punch or kick).

 The Auto Double (AD):
 Auto-Double...Single button press in a combo that adds 2 hits.

 The Linker:
 Special move done in a combo to keep the chain goin. You have to do a
 linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
 can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
 combo out.

 The Auto Double (AD):
 Auto-Double...Single button press in a combo that adds 2 hits.
 Whatever your current button is, you just degrade one power. A medium
 (5 & 2) is one less power than fierce(3 & 6), therefore, after hitting
 any fierce(3 & 6) your next button would be any medium (5 & 2). It's
 easy!! If you hit a quick (1 & 4) you just start over and go to any
 fierce (3 & 6). I'm sure you'll cath on. With this material it's easy
 to build combos. Use this easy to read table for better explanations.

                              AD TABLE
        +------------------------------------------------------+
         |Current Button is:      | Next Button will be:      |
         ------------------------------------------------------
         | Button 1 or 4          | Button 3 or 6             |
         ------------------------------------------------------
         | Button 2 or 5          | Button 1 or 4             |
         ------------------------------------------------------
         | Button 3 or 6          | Button 2 or 5             |
        +------------------------------------------------------+

 Manual Auto Doubles:
 These auto double allot only one hit per button pressed. Meaning if you
 hit FP once you only get 1 hit. But like the auto double table there is
 table you must also follow.

               Fierce P/K ---> Medium P/K

 Manual auto doubles can be used after an opener, a linker, an AD, as
 openers but never before an auto double.

 The Linker:
 Special move done in a combo to keep the chain goin. You have to do a
 linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
 can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
 combo out.

  Supers Can be Linkers:

 You have to have the super power to be able to do a super, so watch
 out for that. Replace any or all of your linkers in a combo with a
 super and you get 5 hits! That's how you can pull off 50 hitters. You
 can also add hits a number of other ways, so read on.

 Correct Counter Attack (CCA):

 If after performing a counter attack (B+1., you do the right  CCA, you
 will get 3 hits instead of one. Only one CCA per character. A CCA is
 just a special move... but, doing the right one will get you 3 hits
 instead of one.

 Overhead:

 An overhead is one way you can attack your opponent while they are
 ducking. Do this by B+3. After hitting them you can do an AD or a
 Special move then combo off of that.

 Air Juggle Combo:

 Performing different type of moves and specials will keep your
 opponent in the air! Throwing is the key to air juggle combos. There
 will be a lot of examples below.

 Jump Kicks:

 Jump in with any punch or kick and then there is a coordinated AD for
 each character. The order is Dropkick -- AD -- Special Move.

 Mid Air Attacks:

 This is where you jump towards an opponent while they are jumping
 towards you and juggle them with moves for a manual combo. If they jump
 towards you, jump right back at them in the air with 6, a do their air
 juggle special move to juggle your opponent and get a combo while your
 at it.

 Ducking Attacks:

 You can do a low attack and then it opens the opportunity to use a
 special move starter to begin a combo. To do a ducking attack, just do:
 D + 3 for a punch then do a special starter move OR D + 6 to do a low
 kicking attack and you can do an AD only on the D + 6 attack. And then
 bring out the rest of your combo.

 Combo Ender Factor (CEF):

 This is the extra hit system. If you end each combo with a different
 ender in every combo. You do one combo ender, the next ender wil be 2
 hits instead of one (as long as the ender is different) then the next
 will be 3 and the next will be 4.

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