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Gameplay

Killer Instinct (1994)Edit

Moveset Edit

Tjcombo-original

Command Attacks Edit

  • Powerline: Charge Back Then Forward, Fierce Punch
  • Rollercoaster: Charge Back Then Forward, Medium Punch
  • Spinfist: Charge Back Then Forward, Quick Punch
  • Flying Knee: Charge Back Then Forward, Fierce Kick
  • Knee K.O.: Charge Back Then Forward, Medium Kick
  • Fast Flying Knee: Charge Back Then Forward, Quick Kick
  • Turn Around Punch: Charge Forward Then Back, Quick Punch
  • Cyclone: Charge Fierce Punch Then Release

Special Moves Edit

  • Combo Breaker: Back Then Forward And Any Kick
  • Ultra Combo: Forward, Back, Fierce Punch

End Specials Edit

  • End Special 1: Charge Back Then Forward, Fierce Punch
  • End Special 2: Charge Back Then Forward, Medium Punch
  • End Special 3: Charge Back Then Forward, Quick Punch

Danger Moves Edit

  • No Mercy 1: [Stand Close] Down, Quarter Forward, Forward, Fierce Kick
  • No Mercy 2: [Stand 1 Character Distance Away] Back, Back, Forward, Forward, Medium Punch
  • Humiliation: Down, Down, Down, Quick Punch

Killer Instinct 2/GoldEdit

Moveset Edit

Tjcombo5

Command Attacks Edit

  • TJ Tremor: Charge Back Then Forward, Medium Kick [Great Opener]
  • Roller Coaster: Charge Back Then Forward, Medium Punch [Great Opener]
  • Spinfist: Charge Back Then Forward, Quick Punch [Great Opener]
  • Skull Crusher: Charge Back Then Forward, Fierce Kick [Great Opener]
  • Air Tremor: Back, Quarter Back, Down, Quarter Forward, Forward, Medium Kick
  • Spinfist 2: Charge Forward Then Back, Quick Punch
  • Behind Back: Charge Back Then Forward, Quick Kick
  • Cyclone: Hold Fierce Punch, Release Fierce Punch, Fierce Punch
  • Powerline: Charge Back Then Forward, Fierce Punch
  • Stop Powerline: Back, Fierce Punch [Must Be Running]
  • Fake Dizzy: Forward, Quarter Forward, Down, Quarter Back, Back, Quick Kick
  • Air Double: Forward, Back, Any Kick
  • Throw: Forward, Medium Punch
  • Reverse Throw: Back, Medium Punch [In Opponent's Throw Move]
  • Parry Move: Back, Hold Quick Punch
  • Pressure Move: Forward, Fierce Kick

Special Moves Edit

  • Combo Breaker: Back, Forward, Any Punch And Any Kick
  • Ultra Combo Breaker: Forward, Quarter Forward, Down, Quarter Back, Back, Forward, Fierce *Punch [Requires 6 Super Bar Blocks]
  • Mini-Ultra Combo: Charge Back Then Forward, Fierce Kick
  • Ultra Combo: Charge Forward Then Back, Fierce Punch
  • Ultimate Combo: Hold Quick Kick For 2 Seconds, Release Quick Kick
  • 0-Combo Ultimate: Forward, Quarter Forward, Down, Quarter Back, Back, Fierce Kick [Hold Forward For 1 Second]

Super Moves Edit

  • Super Roller Coaster: Forward, Quarter Forward, Down, Quarter Back, Back, Forward, Fierce Kick [Requires 3 Super Bar Blocks]
  • Super Spinfist: Forward, Quarter Forward, Down, Quarter Back, Back, Forward, Quick Punch [Requires 3 Super Bar Blocks]
  • Shadow Move: Forward, Quarter Forward, Down, Quarter Back, Back, Forward, Quick Punch [Requires 3 Super Bar Blocks]
  • Dash Frenzy: Forward, Quarter Forward, Down, Quarter Back, Back, Forward, Fierce Punch [Requires 2 Super Bar Blocks]
  • Super Tremor: Forward, Quarter Forward, Down, Quarter Back, Back, Medium Kick [Requires 6 Super Bar Blocks]

End Specials Edit

  • End Special 1: Charge Forward then Back, Quick Punch Quick Punch
  • End Special 2: Charge Back Then Forward, Quick Kick, Quick Kick
  • End Special 3: Charge Back Then Forward, Fierce Punch, Fierce Punch
  • End Special 4: Charge Back Then Forward, Medium Kick, Medium Kick
  • End Special 5: Charge Back Then Forward, Fierce Kick [After First 4 Enders]

Finishing Moves: Edit

  • Ultra Combo: (Hold Front) Back, Fierce Punch
  • Ultimate 1: (Hold Kick Quick), (Charge Front) Back (Release Quick Kick)
  • Ultimate 2: (Charge Front) Front, Half Circle Back, Front, Fierce Kick

Killer Instinct (2013)Edit

Traits Edit

TJCombo CharBio
Combo Trait - Auto-Barrage: Before the second hit of any auto-double, Combo can change the next hit to a different attack by pressing any button. This can be done continuously, but once he begins Auto-Barrage, he cannot leave the sequence using normal linkers or enders, and the attacks slow down slightly over time. Repeating a normal attack, or using all six normals without repeating, will trigger either a Damage Ender or Advantage Ender.

Instinct Mode - Glory Days: Combo earns a speed boost to all aspects of his ground movement and frame data; all moves have faster startup and recover and his dashes are faster. Additionally, if Combo is fully KO’d with a full Instinct Meter, Last Breath will be activated - he will use half his Instinct Meter to resurrect with 20% life and Instinct Mode activated.

Moveset Edit

Command Attacks Edit

  • Superman Punch - (Down-Forward+HP) - Combo throws a leaping hook. Acts as an overhead.

  • Rollercoaster - (Down-Forward+MP) - Combo combat rolls forwards with a punch at the end. Any normal can be canceled into Rollercoaster.

  • Turn-Around Punch - (Back+MP, midair) - Combo performs an awkward cross-up backwards punch.

  • Throw - (Forward or back+LP+LK) - Combo punches the opponent in the gut, then punches them again into the ground.

Special Moves Edit

  • Spin Fist - (Back-Forward+LP) - Combo spins around and throws a wild hook.

  • Shoot Toss - (Back-Forward+MP) - Combo grabs the opponent around the waist and slams them down. Launches on hit.

  • Powerline - (Back-Forward+HP) - Combo dashes forwards and throws a straight jab. Has one hit of super armor.

    • Backstep - (LK, during Powerline) - Combo cancels his dash and hops backwards.
    • Tumble - (MK, during Powerline) - Combo combat rolls forward without attacking. Invulnerable to projectiles until recovery.
    • Flying Knee - (HK, during Powerline) - Combo hops up with a flying knee attack. Invulnerable to low attacks until recovery.
  • Vortex - (Down-Up+P) - Combo spins his fist before performing an uppercut. Button strength determines damage and attack speed.
    • Cyclone - (hold P, during Vortex) - Combo follows up with a second uppercut to juggle.
  • Tremor - (Down-Up+K) - Combo leaps up and punches the ground, creating a shockwave. Button strength determines distance traveled. Acts as an overhead and can recapture airborne opponents.

Shadow Moves Edit

  • Shadow Powerline - (Back-Forward+2P) - Combo dashes forwards, throwing a jab that hits five times. Can be canceled on the fourth hit to swivel behind the opponent and avoid the wall splat in order to continue a combo.
  • Shadow Cyclone - (Down-Up+2P) - Combo spins his fist before performing an uppercut that hits four times, then follows up with a second uppercut. Fully invulnerable until the first punch.
  • Shadow Flying Knee - (Back-Forward+2K) - Combo hops up with a flying knee that hits five times.
  • Shadow Tremor - (Down-Up+2K) - Combo leaps up and punches downwards, hitting five times.

Finishers Edit

  • Ultra Combo: Combo performs a 40-hit combo. Ultra Ender is a powerful downward hook.
  • ULTIMATE: Combo punches his fists together before quickly approaching the opponent with Powerline. He pummels them with several hooks before ending with a supercharged straight punch, sending the opponent sliding across the stage, where they lose consciousness, and Combo begins walking away.

External Links Edit

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