Killer Instinct Wiki
Gameplay


 Movelist Terminology

Directions are assumed facing to the right [→]
  • P: Any Punch
  • K: Any Kick
  • Charge: Hold the direction for at least 1 second
  • Long Charge: Hold the direction for at least 2 seconds
  • Hold: Hold the button for however long
  • Release: Release a held button

  • QP: Quick Punch
  • QK: Quick Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • FP: Fierce Punch
  • FK: Fierce Kick

  • LP: Light Punch
  • LK: Light Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • HP: Heavy Punch
  • HK: Heavy Kick
  • 2P: Any two Punches together
  • 2K: Any two Kicks together
  • 3P: All three Punches together
  • 3K: All three Kicks together

Killer Instinct (1994)[]

Selection[]

Version
Method
Arcade v1.4 Select Riptor and hold [←]. Once the versus screen appears, hold [→] and press [MP, FP, FK]. The announcer saying "Eyedol" will confirm the selection, making Eyedol playable for the next battle.
Arcade v1.5/SNES Select Cinder and hold [→]. Once the versus screen appears, press [QP, QK, FP, MK, MP, FK]; on the SNES controller (L, R, X, B, Y, A). The announcer saying "Eyedol" will confirm the selection, making Eyedol playable for the next battle.

Special Moves[]

Name
Input
Description
Horn Gore [FP] (near opponent) Eyedol attacks with the horns on his heads. Can be mashed to extend combo.
Fireball [↓ ↘ → + P] Eyedol spits a single fireball. Button strength determines speed.
Headbutt [← → + QP] Eyedol charges head-first in a sustained run. Can be canceled with [→ ← + QP] or Golf Swing.
Golf Swing [← → + FP] Eyedol swings his mace upwards, launching on hit. Can reflect projectiles.
Jump Swing [← → + K] Eyedol leaps and comes down with his mace. Quick version moves forwards, Medium moves straight up, and Fierce moves backwards.
Stomp [← + MP] Eyedol begins to stomp his hoof. As a boss this regains health with each stomp, but as a playable character it gives access to two powered up special moves instead.
Triple Fireball [↓ ↘ → + P] (Stomp) Eyedol spits three fireballs.
Mega Horn Charge [← → + QP] (Stomp) Eyedol charges forwards and headbutts super fast.
Combo Breaker [← → + P] Eyedol swings out of a combo. Must be timed correctly. Quick beats Medium, Medium beats Fierce, Fierce beats Quick.
Eyedol 1994

Combo Openers[]

Name
Input
Headbutt [← → + QP]
Jump Swing [← → + QK]

Combo Enders[]

Name
Input
Headbutt [← → + QP]
Golf Swing [← → + FP]
  • As a playable character, Eyedol has no access to any combo linkers, or finishers such as Ultra Combos, Ultimates, or No Mercies.

Killer Instinct (2013)[]

Combat Traits[]

Name
Description
Head Switching Eyedol has two "heads" with two different movesets: Warrior and Mage. He may randomly switch heads after any Medium or Heavy attack, special move, Shadow Attack, or ender.
Cosmic Charges Eyedol can collect up to six Cosmic Charges via certain special moves. These are split in two categories: three Control Charges and three Rage Charges. They can be used by each of Eyedol's heads for additional abilities.
Warrior Eyedol Eyedol's Warrior head has a faster and more physical moveset. He can dash or jump-cancel most attacks using Control Charges on hit or block.
Mage Eyedol Eyedol's Mage head has a more projectile-based moveset. He can enhance the effects of special attacks using Rage Charges by double-tapping the input.

Command Attacks[]

Name
Input
Description
Wake Up! [← + HP] Eyedol punches his currently dormant head, increasing the chance of switching heads. Deals slight damage to Eyedol, which can be fatal. Can be used between rounds.
Crushing Roar [3P] (Warrior) Eyedol grabs the opponent and roars in their face. Builds a Rage Charge, but deals little damage.
Run [→ →] (Warrior) Eyedol has a sustained run instead of a forward dash in Warrior mode.
Head Bash [→ + MP] (Warrior) Eyedol brings his club downwards. Hits overhead and can recapture.
Clobber [→ + HP] (Warrior) Eyedol advances, swinging his club wildly three times.
Tele-Strike [3P] (Mage) Eyedol teleports in front of the opponent, knocking them away. Builds a Control Charge, but deals little damage.
Rod Blast [← + MP] (Mage) Eyedol fires a burst of magic from his club. Causes stagger.
Throw [→/← + LP+LK] Eyedol pins the opponent and bashes their skull with his club (Warrior), or grabs the opponent and blasts them away with magic (Mage). For a back throw, he lifts the opponent and throws them behind himself.

Special Moves[]

Name
Input
Description
Crushing Shoulder [↓ ↙ ← + K] (Warrior) Eyedol charges forwards with a shoulder tackle.
Crushing Destroyer [↓ ↘ → + P] (Warrior) Eyedol pounds the ground with his club twice.
Crushing Swing [↓ ↙ ← + P] (Warrior) Eyedol spins and swings his club upwards. Heavy version has a second hit to recapture.
Stomp Strike [↓ ↙ ← + K] (Mage) Eyedol stomps the ground, creating an explosion.
Bolt Strike [↓ ↘ → + P] (Mage) Eyedol fires lightning from his club. Light version travels along the ground to hit low, Medium travels diagonally upwards, Heavy surrounds Eyedol in a lightning barrier.
Meteor Strike [↓ ↙ ← + P] (Mage) Eyedol summons a meteor from the sky. Button strength determines range. Hits overhead and causes stagger on grounded opponents, causes ground bounce on airborne ones.

Shadow Attacks[]

Name
Input
Description
Shadow Crushing Shoulder [↓ ↙ ← + 2K] (Warrior) Eyedol charges forwards with a shoulder tackle that hits five times and has projectile immunity.
Shadow Crushing Destroyer [↓ ↘ → + 2P] (Warrior) Eyedol pounds the ground with his club five times.
Shadow Crushing Swing [↓ ↙ ← + 2P] (Warrior) Eyedol spins and swings his club upwards, hitting five times and causing ground bounce.
Shadow Stomp Strike [↓ ↙ ← + 2K] (Mage) Eyedol stomps the ground, creating a carpet of explosions.
Shadow Bolt Strike [↓ ↘ → + 2P] (Mage) Eyedol discharges lightning from his club, covering the entire stage in a net of electricity.
Shadow Meteor Strike [↓ ↙ ← + 2P] (Mage) Eyedol summons a meteor shower that rains down over the entire stage.
EyedolHeroArt

Combo Openers[]

Name
Input
Crushing Shoulder (Shadow OK) [↓ ↙ ← + K] (Warrior)
Crushing Destroyer (Shadow OK) [↓ ↘ → + P] (Warrior)
Stomp Strike (Shadow OK) [↓ ↙ ← + K] (Mage)

Combo Linkers[]

Name
Input
Crushing Shoulder (Shadow OK) [↓ ↙ ← + LK/MK] (Warrior)
Crushing Destroyer (Shadow OK) [↓ ↘ → + LP/MP] (Warrior)
Stomp Strike (Shadow OK) [↓ ↙ ← + LK/MK] (Mage)
Bolt Strike (Shadow OK) [↓ ↘ → + LP/MP] (Mage)

Combo Enders[]

Name
Input
Effect
Crushing Shoulder [↓ ↙ ← + HK] (Warrior) Wall Splat
Crushing Destroyer [↓ ↘ → + HP] (Warrior) Ground Bounce
Crushing Swing [↓ ↙ ← + P] (Warrior) Damage
Stomp Strike [↓ ↙ ← + HK] (Mage) Launcher
Bolt Strike [↓ ↘ → + HP] (Mage) Battery
Meteor Strike [↓ ↙ ← + P] (Mage) Damage

Instinct Mode[]

Name
Input
Description
Awakening [HP+HK] Eyedol's "heads" merge back together to temporarily restore the full extent of his powers. This gives simultaneous access to the abilities of both the Warrior and Mage heads, even combining his special attacks into powerful hybrids.
Stay Awake! [← + HP] (in Instinct) Eyedol punches his head, extending the duration of Instinct Mode. Deals slight damage to Eyedol, which can be fatal. Can be used between rounds.

Finishers[]

Name
Input
Description
Ultra Combo [↓ ↘ → + 3P] Eyedol delivers 28 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Eyedol rains down lightning to end the Ultra Combo.
Stage Ultra [↓ ↘ → + 3K] Eyedol triggers a stage-specific finishing blow.

 External Links[]

Navigation[]