Killer Instinct Gold - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Killer Instinct Gold - Strategy Guide (Page 02).
Every character's highest CEF is 4. It also adds hits to your ultra.
The Ultra Combo addition goes like this:
1. ( C E F = 1 --- U l t r a = 1 4 )
2. ( C E F = 2 --- U l t r a = 1 8 )
3. ( C E F = 3 --- U l t r a = 2 2 )
4. ( C E F = 4 --- U l t r a = 2 6 )
5. ( C E F = 5 --- U l t r a = 3 0 )
Say you do a 10 hit combo and you CEF is 3 and you slip the Ultra
movement in there.
10 + 22 = 32. Your total is 32....Duh?
There is a 5th Combo ender! But, you must preform ALL of the combo
enders in order to be able to do the 5th Combo Ender. This gives you
5 hits and it also adds those extra hits to the ultra.
Enders:
Special moves you do to finish a combo. To get the most hits out of a
combo, you would put an ender at the end of a combo. Remember, the
CEF will give you extra hits to add to your combo.
Supers as Enders:
You can end your combo with a super if you wish. By doin' a super in
a combo you get 3 to 5 extra hits. But, (this is a BIG but, so listen).
Why do a Super and drain your meter, and also loose a chance to
accomplish a higher CEF? However, If you do a super at during the
first four hits of an Ultra (before the animation starts to recycle),
and you raised your CEF by not doing the super earlier, you get 4 extra
hits! Super meter is precious, so keep it.
Slo Motion Combos:
Slo Motion combos are enders in slow motion! These combos are amazing,
and just look great! In order to do the slo-mos you must do the motion
of the ender twice. For charge characters like Maya you must do the
following: Charge Back, Tap Forward, Tap Back press the button. Try
it, specially after speed up combos.
Speed-Up Combos:
There are two basic ways to speed up your combo:
1rst: This one works only with combo enders. Hold the button of the
ender and then do the motion and release. Your character will move
through the animation twice as fast.
2nd: The second way is a little harder because it requires that you
speed yourself up. You must press the autodouble button immediately
as the opener hits the opponent. Speed up combos are harder to break
but not unbreakable. Try it out!
------------------------------------------------------------------------
Combo Evaluation
------------------------------------------------------------------------
We'll pick apart a combo to show you how many hits, and what the ADs,
starters, linkers and enders are.There are many ways to do combos in KI
its up to you to experiment! So, let's take a look:
--=|BEGINNER COMBOS|=--
Beginner combos will make use of: Starters, Auto Doubles, Linkers, and
Enders. As we move up the combo master ladder we will build up on other
type of moves including manuals and supers. Ultras and understanding of
the CEF system is required for optimum performance. There will be more
detail added to the Ultra Combos system in the advance section of this
FAQ.
The Basic Beginner Combo Flow:
[Starter] -- [AD] -- [Linker] -- [AD] -- [Ender]
Maya 9 Hit Blaster:
[cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
Translates to:
· cB - F+2 (Starter)2 hits (Since this starter, hits twice)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+2 (Linker) 2 hits (This linker is the same move as the starter)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+5 (Ender) 1 hit (If your CEF was 2 it would be 2 hits)
This is the basic combo system format. And that's how you accomplish
the hit total. Remeber with the CEF you can add extra hits. This
combo's CEF is 1. Meaning the last hit will hit only once.
Here is another example but this time with a CEF of 5. We will use
the same character and combo to keep things simple.
Maya 13 Hit Killer:
[cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
Translates to:
· cB - F+2 (Starter)2 hits (Since this starter, hits twice)
· cB+1 (AD) 2 hits (ADs are 2 hits)
· F+2 (Linker) 2 hits (This linker is the same move as the starter)
· cF+1 (AD) 2 hits (ADs are 2 hits)
· B+1 (Ender) 5 hits (5th hidden ender adds 5 hits!)
As you can see from this example the 5th hidden ender will add 5 hits
instead of 1 giving you more opportunity to add more hits. From now on
this FAQ will use the 5th hidden because it adds more hits to the
combo. Most combos found on this FAQ will use the 5th ender.
--=|INTERMEDIATE COMBOS|=--
When we have the beginner combos mastered, we move up to intermediate
combos. Intermediate Combos will take advantage of Manuals which is
considered one of the game's toughest thing to master, specially if
you have to connect the combos with linkers. Lets get down to business,
this time with Jago a character which uses motions for the moves.
The Basic Intermediate Combo Flow:
[Starter] -- [AD] -- [Manual] -- [Manual] -- [Linker] -- [AD] --
[Manual] -- [Manual] -- [Ender]
Jago 16 Hit Killer:
[HQCB + 3] -- [2] -- [6] -- [5] -- [HQCB + 5] -- [1] -- [6] -- [5] --
[DP + 2]
Translates to:
· HQCB+3(start) 2 hit (The fierce blade hits twice)
· 2 (AD) 2 hits (ADs are two hits)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Notice this is MK! The above was FK)
· HQCB+5(linker)1 hit (This linker is 1 hit)
· 1 (AD) 2 hits (ADs are two hits)
· 6 (Manual) 1 hit (Manuals are 1 hit each)
· 2 (Manual) 1 hit (Manuals are 1 hit each)
· DP+2 (Ender) 5 hits (5th Ender awards 5 hits!)
After looking over the combo you will notice the 4 extra steps added
into the combo for a total of 4 hits. The manuals act as an extra
hit and were carefully place after an autodouble for the extra hits.
Remember that you may do manuals after everything (except for enders)
but auto doubles will NOT work after manuals. Also notice that I
used the two ways you can move down the ladder with manuals. On the
first set of manuals I used FK > MK and on the second I used FK > MP.
Manuals are a bit tricky to pull off as you have to press them just
as the first auto hit reaches the opponent. Manuals are alot like
buffering combos (explained later).
--=|ADVANCED COMBOS|=--
Advanced Combos will require you to understand everything that was
explained above aside from also as skills to do super moves. Advanced
combos require a lot of practice. Also included in the advance section
are throw combos and make use of parries. Read em and weep em!
The Basic Advanced Combo Flow:
[Parry] -- [Parry Opener] -- [AD] -- [Manual] -- [Manual] -- [Super
Linker] -- [AD] -- [Manual] -- [Manual] -- [Super Linker] -- [AD]
[Manual] -- [Manual] -- [Ender]
Orchid 30 Hit Killer:
[Parry (B+1)] -- [HQCB+2] -- [4] -- [3] -- [5] -- [HCT,F+3] -- [5]
-- [6] -- [5] -- [HCB,B+5] -- [1] -- [3] -- [5] -- [DP+1] wait...
[HQCT+3]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,F+3 (Link)5 hits (Super Linker 5 hits!!!)
· 5 (AD) 2 hits (This is the 2nd Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (open)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· DP+1 (ender) 5 hits (5th Ender, 5 hits!)
· HQCT+3(Juggle)1 hit (Juggles them for 1 extra hit)
As you might be able to notice I have added supers and at the same
time added the parry. The parry itself its not too hard to master, but
the things you can achieve with it are fenomenal! I highly recommend
you practice getting the supers to work right after the manuals.
Now we are going to add an ultra to this baby for some 70 hit action!
Same character a beast of a combo!
Orchid 73 Hit Ultra:
[Parry(B+1) -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCT,B+3] -- [5] --
[6] -- [2] -- [HCB,F+5] -- [1] -- [6] -- [5] -- [HCT,B+3] -- [F+6]
-- [HCB,F+5] -- [F+6] -- [HQCB+4]...[QCB,HCT+6]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
· 5 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 5 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
· F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
· HQCB+4(Ultra) 30hits (Ultra with a CEF of 5 = 30 hits)
·QCB,HCT+6 4 hits (This will buffer the ultra with 4 extra hits)
This is the best way to see the CEF at work. The Ultra will register
30 hits to your combo easily! Aside from that we have seen the Ultra
buffering at work also. The buffer must be done before the first 4 hits
of the ultra in order to work. Sounds easy? Well reality check, its one
heck of a mission trying to get the supers to actually come out after
the manuals!
Now we can move on to throw combos. While these combos are not so
difficult to execute, speed and timing can make the quite difficult!
You must know when to throw and since there are only slight chances to
do so, you must plan your combo ahead of time. That's something masters
should always do, plan your combos ahead of time. Ok, lets now put
everything we know to work:
Orchid 33 Hit Killer: *Juggle*
[Parry(B+1] -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCB,F+5] -- [1] -- [6]
[2] -- [HCB,F+5] -- [4] -- [F+3] -- [Jump+6] -- [HQCB+5] -- [F+6] --
[QCB,HCT+6]
Translates to:
· Parry(B+1) 0 hit (Sets them up for the combo)
· HQCB+2 (open) 3 hits (This is the opener)
· 4 (AD) 2 hits (This is the Auto Double)
· 3 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (Link)5 hits (Super Linker 5 hits!!!)
· 1 (AD) 2 hits (This is the Auto Double)
· 6 (Manual) 1 hit (Manuals are worth 1 hit each)
· 2 (Manual) 1 hit (Manuals are worth 1 hit each)
· HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
· 4 (AD) 2 hits (This is the Auto Double)
· [F+3](throw) 1 hit (Throws count as 1 hit)
· [Jump+6] 1 hit (Jump kick at the opponent for 1 hit)
· [HQCB+5] 1 hit (This is Orchid's air juggle, you will need timing)
· [F+6] 2 hits (The Pressure move adds 2 hits!)
· QCB,HCT+6 5 hits (Effective, but at times you will miss it)
This move takes excellent timing, specially for the Air Juggle and for
the last super move, the Gyro Kyaku. This is the reason why I place them
here. Remember though even beginners can pull off air juggles so they
too can perform air combos. That ends our combo lesson... hold on....
there is more.... READ ON!
--=|MASTER COMBOS|=--
Just what the hell can get any more difficult than the combos above? Well
Master Combos takes this section. If you did not know already the combo
gauge in Killer Instinct Gold reaches the 90 HIT margin, so I figure there
must be a way to do these combos! The master combo section will appear
soon. You can bet on it!
You can also do a combination:
Put, the shadows in, add the ultra movement at the end. So, you can create
a nice combo just by simply applying some thought to it and doin'
a little math.
========================================================================
VIII. Character Profiles.
========================================================================
|---------====|FULGORE|====-----------|
Height: 6'5"
Weight: 560lbs
Age: Unknown
Story: The advanced and deadlier successor to the original Fulgore
cyborg destroyed by Jago. Activated after the time jump, its final
Ultratech commands are executed... find Jago and kill him.
=Special Moves=
Cyber Dash: DB,D,DF [MK/FK]
Eye Laser: DF,D,DB [MP/FP]
Laser Storm: D,DF,F [P]
Fake Laser Storm: D,DB,B [QP]
Plasma Slice: F,D,DF [P]
Electro Reflect: D,DB,B [Hold QK]
Air Juggle: F,D,DF [P]
Parry Move: B+[QP]
Pressure Move: B+FP
Combo Braker: F,D,DF [P/K]
Ultra Braker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Recovery Move: F,D,DF [P]
=Super Moves=
Super Plasma Slice: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Cloak: D,DB,B [FK] (repeat to uncloak) Drains Super Bar Block...
Lock-On: B,DB,D,DF,F [QK] -+ 1 Bar Block +-
Triple Laser Storm: D,DB,D,DF,F [QP] (Once Locked On)
Air Eye Laser: DF,D,DB [FP] -+ 1 Bar Block +-
PlasmaPort: B,D,DB [P/K] -+ 1 Bar Block +-
=Super Linkers=
Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: F,D,DF [QP]
Ultra Combo: F,D,DF [QK]
Ultimate Heavy Artillery: (F),B,DB,D,DF,F [MK]
No Mercy Lazer: B,DB,D,DF,F,B [MP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/\COMBOS/\
------
=Combo Starters=
1: Cyber Dash: DB,D,DF [MK/FK]
2: Eye Laser: DF,D,DB [MP/FP]
CCA: Cyber Dash: DB,D,DF [FK]
=Combo Linkers=
1: Eye Laser: DF,D,DB [MP]
2: Cyber Dash: DB,D,DF [MK]
=Super Linkers=
Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Cyber Dash: DB,D,DF [FK]
2: Eye Laser: DF,D,DB [FP]
3: Laser Storm: D,DF,F [MP]
4: PlasmaSlice: F,D,DF [FP]
5: Hidden: D,DF,F [QP]
Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
--==\17 Hit Killer/==--
*Must have 5 enders*
[Eyelaser + MP] -- [QP] -- [FK] -- [MK] -- [Eyelaser + MP] -- [QP] --
[FK] -- [MK] -- [5th Ender] -- [Eyelaser Juggle]
--==\16 Hit Killer/==--
*Must have 6 Power Bars*
[Cyber Dash + FK] -- [MK] -- [FK] -- [MP] -- [Eyelaser + MP] -- [QK]
-- [FK] -- [MK] -- [Super Plasma Slice]
--==\38 Hit Mini-Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Cyberdash + MK] -- [QP] -- [FK] -- [MP] -- [Super
Cyberdash] -- [MK] -- [FK] -- [MP] -- [Super Cyberdash] -- [MK] --
[FP] -- [MP] -- [Mini Ultra] -- [Eyelaser] -- [Eyelaser] -- [Eyelaser]
-- [Eyelaser] -- [Eyelaser]
--==\77 Hit Ultra/==--
*Must have a FULL super power bar, 5 Enders*
[Parry(B+1)] -- [CyberDash + MK] -- [QP] -- [FP] -- [MP] -- [Super
Cyber Dash] -- [MK] -- [FP] -- [MP] -- [Super Cyber Dash] -- [MP]
[FP] -- [MK] -- [Super Electro Reflect] -- [B+FP] -- [Ultra] --
[Ultra Buffer]
--==\Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Eyelaser + MP] -- [QP] -- [Eyelaser + MP] -- [QP] -- [Eyelaser + MP]
-- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Plasma Shield |Eye Laser |CyberDash |
---------------------------------------------------------
|Fulgore |Cyber Dash |Eye Laser |
|Kim-Wu |Tornado Kick / Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|COMBO* |TJ Tremor |Spinfist /Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
---------------------------------------------------------
* -> Fulgore can counter the Spinfist and Rollercoaster with the
Cyberdash NOT the Eyelaser.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* NOTE * More on Gargos will be added shortly.
|---------====|GARGOS|====-----------|
Height: Unknown
Weight: Unknown
Age: Unknown
Story: ??
=Special Moves=
Flame: D,DF,F [QP]
Fly: U [FP]
Air Fireball: D,DF,F [P]
Shoulder Dash: DF,D,DB [MK/FK]
Jumping Overhead Slam: DB,D,DF [K]
Air Jumping Overhead Slam: DB,D,DF [K]
Laugh: DF,D,DB [FP] -=Reflects fireball attacks=-
Uppercut: F,D,DF [FP]
Air Juggle: D,DF,F [P]
Parry Move: B+[QP]
Throw: F+ [FP]
Throw Reversal: B+ [FP]
Pressure Move: F [FK]
Combo Breaker: D,DF,F [P/K]
Recovery Move: D,DF,F [P]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/\COMBOS/\
------
=Combo Starters=
1: Jumping Overhead Slam: D,DF,F [FP]
3: Shoulder Dash: D,DB,B [K]
=Combo Enders=
1: F,D,F [FP]
2: F,D,F [FP]
3: F,D,F [FP]
4: F,D,F [FP]
5: B,DB,D,DF,F,B [QK]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|GLACIUS|====-----------|
Height: Variable
Weight: Variable
Age: Unknown
Story: 2 millenia from now a captured relative earns freedom by slaying
a fire being and escaping home. But now in the past, a distress call has
been answered. Glacius must free his stranded kin.
=Special Moves=
Cold Shoulder: D,DF,F,[MP]
Icy Grip: D,DF,F,[QP]
Liquidize: D,DF,F [MK/FK] -=Can be done in the air=-
Energy Gain: D,DF,F hold [QK] -=You gain more the longer you hold=-
Ice Lance: D,DB,F,[FP]
Arctic Blast: D,DB,B,[P]
Air Juggle: D,DF,F [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Parry Move: B [QP]
Pressure Move: F [FK]
Combo Braker: D,DF,F,[P/K]
Ultra Braker: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
Recovery Move: D,DF,F [MK/FK]
=Super Moves=
Arctic Slam: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
Super Arctic Breath: F,DF,D,DB,B,F, [FP] -+ 4 Bar Blocks +-
Reverse Uppercut: F,DF,D,DB,B [FK] -+ 3 Bar Blocks +-
=Super Linker=
Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: D,DB,B [QK]
Ultra Combo: D,DF,F [QK]
Ultimate Ice Spear: F,DF,D,DB,B,F [MK]
No Mercy Killer Breath: D,DB,B [QK]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/\COMBOS/\
------
=Combo Starters=
1: Icy Grip: D,DF,F [QP]
2: Liquidize: D,DF,F [MK]
3: Cold Shoulder: D,DF,F [MP]
CCA: Liquidize: D,DF,F [MK]
=Linkers=
1: Liquidize: D,DF,F [MK]
2: Cold Shoulder: D,DF,F [MP]
=Super Linker=
Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
=Combo Enders=
1: Icy Grip: D,DF,F,[QP]
2: Liquidize: D,DF,F [FK]
3: Ice Lance: D,DB,F,[FP]
4: Arctic Blast: D,DB,B,[FP]
5: Hidden: D,DF,F [QK]
Ultra Buffer: B,DB,D,DF,F,B, [MP]
--==\14 Hit Killer Throw/==--
[Icy Grip + QP] -- [FP] -- [FK] -- [MK] -- [Liquidize + MK] -- [QP] --
[F+FP] -- [Jump+FK] -- [Air Juggle] -- [F+FK] -- [Liquidize + FK]
--==\31 Hit Killer/==--
*6 Power Bars, 5 Enders*
[Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
[Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [MK] -- [FP]
-- [MK] -- [5th Ender]
--==\32 Hit Mini Ultra/==--
*Must have 6 Power Bars*
[Parry(B+1)] -- [Liquidize + MK] -- [QP] -- [FK] -- [MK] -- [Super Cold
Shoulder] -- [QP] -- [FP] -- [MK] -- [Super Liquidize] -- [MK] -- [Mini
Ultra] -- [Liquidize + FP]
--==\74 Hit Ultra/==--
*Full Power Bar, 5 Enders*
[Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
[Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [QK] -- [FK]
-- [MK] -- [Super Uppercut] -- [F+FK] -- [Super Cold Shoulder] -- [F+FK]
[Ultra] -- [Ultra Buffer]
--==\Air Ultra/==--
*Ultra Motion MUST be done fast!*
[Cold Shoulder] -- [QP] -- [D+FP] -- [Ultra]
*******************************
********** COUNTERS ***********
************************************************************************
---------------------------------------------------------
| |Liquidize |Icy Grip |Cold Shoulder |
---------------------------------------------------------
|Glacius |Cold Shoulder |Liquidize |Icy Grip |
|Kim-Wu |Tornado Kick |Firecracker |Split Kick |
|Maya |Flip Kick |Savage Blades |Mantis |
|B. Orchid |Flik Flak |San |Tiger Slide |
|Jago |Windkick |Laser Blade |Ninja Slide |
|Tusk |Boot Kick |Web of Death |Skull Splitter|
|COMBO |TJ Tremor |Spinfist |Rollercoaster |
|Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
|Spinal |Skeleskewer |Flame Blade |Skull Skrape |
|Fulgore |Cyber Dash |Plasma Shield |Eye Laser |
---------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|---------====|JAGO|====-----------|
Height: 5'9"
Weight: 190lbs.
Age: 22 years
Story: After destroying Fulgore a furious Jago is betrayed by his
one-time master the Tiger Spirit. The disguised Demon Lord used him to
escape from the void and now Jago swears vengeance.
=Special Moves=
Laser Blade: DF,D,DB,[FP]
Windkick: DF,D,DB,[K]
Ninja Slide: DB,D,DF,[K]
Endouken: D,DF,F,[P]
Fake Endouken: D,DF,F [QK]
Red Endouken: Hold [FP] D,DF,F Release [FP]
Tiger Fury: F,D,DF [P]
Air Juggle: DF,D,DB [K]
Throw: F+ [FP]
Reversal: B+ [FP]
Counter Move: B+ [QP]
Pressure Move: F+ [FK]
Combo Breaker: F,D,DF, [P/K]
Ultra Breaker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
Recovery Move: F,D,DF [P]
=Super Moves=
Tiger Trash: D,DB,B,DB,D,DF,F,[FP] -+ 6 Bar Blocks +-
Shadow Move: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
Super Endoduken: F,DF,D,DB,B [QP] -+ 4 Bar Blocks +-
=Super Linkers=
Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Finishers=
Mini Ultra: DB,D,DF [QK]
Ultra Combo: DF,D,DB [QK]
Ultimate Laser Sword Stab: F,D,DF [FK]
No Mercy Fireball Scorcher: (F),DF,D,DB,B,F [MP]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/\COMBOS/\
------
=Combo Starters=
1: Wind Kick: DF,D,DB,[K]
2: Slide Kick: DB,D,DF [K]
3: Laser Sword: DF,D,DB [MP/FP]
CCA: Wind Kick: DF,D,DB,[MK]
=Linkers=
1: Laser Sword: DF,D,DB [MP]
2: Slide Kick: DB,D,DF [QK/MK]
3: Wind Kick: DF,D DB [QK/MK]
=Super Linkers=
Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
=Combo Enders=
1: Wind Kick: DF,D,DB,[FK]
2: Laser Sword: DF,D,DB [FP]
3: Tiger Fury: F,D,DF [FP]
4: Endouken: D,DF,F,[FP]
5: Hidden: F,D,DF [MP]
Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
--==\16 Hit Killer/==--
*4 Power Bars, 5 Enders*
[Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Tiger Slide + MK] -- [QP] --
[FK] -- [MK] -- [5th Ender] -- [Super Red Fireball]
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