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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)[]

Special Moves[]

Name
Input
Description
Spinfist [Charge ← → + QP] Combo spins around with a backhand punch.
Reverse Spinfist [Charge → ← + QP] Combo spins around with a backhand punch as a reversal.
Rollercoaster [Charge ← → + MP] Combo somersaults forwards before punching low.
Triple Rollercoaster [Long Charge ← → + MP] Combo somersaults forwards, rolling twice, before punching.
Powerline [Charge ← → + FP] Combo runs forwards before punching straight. Can be canceled with [← + FP].
Flying Knee [Charge ← → + QK/FK] Combo leaps forwards with a knee attack.
Knee KO [Charge ← → + MK] Combo leaps upwards with a knee attack.
Cyclone [Hold FP + Release] Combo winds up for a punch. Pressing [FP] again throws an uppercut that launches the opponent.
Combo Breaker [← → + K] Combo knees out of a combo. Must be timed correctly. Quick beats Medium, Medium beats Fierce, Fierce beats Quick.

Post-Combo Breakers[]

Name
Input
Description
Shadow Powerline [Hold FP + Charge ← → + Release] Combo quickly runs forwards before punching straight.
Tjcombo-original

Combo Openers[]

Name
Input
Spinfist [Charge ← → + QP]
Reverse Spinfist [Charge → ← + QP]
Rollercoaster [Charge ← → + MP]
Powerline [Charge ← → + FP]
Flying Knee [Charge ← → + QK/FK]

Combo Linkers[]

Name
Input
Reverse Spinfist [Charge → ← + QP]

Combo Enders[]

Name
Input
Spinfist [Charge ← → + QP]
Rollercoaster [Charge ← → + MP]
Powerline [Charge ← → + FP]
Flying Knee [Charge ← → + FK]

Finishers[]

Name
Input
Description
Danger Move: Chiropractor [← ← →→ + MP] (close) Combo gut-punches his opponent to disorient them, then swiftly breaks their neck
Danger Move: Screen Punch [← ↙ ↓ ↘ → + FK] (close) Combo punches the opponent from behind, launching them so they bounce off the fourth wall.
Ultra Combo [Charge → ← + FP] (in combo) Combo delivers 36 hits to end the match.
Ultimate: Screen Punch [→ ↘ ↓ ↙ ← + MK] (in combo) Combo finishes the combo with Screen Punch.
Humiliation [↓ ↓ ↓ + QP] Combo forces the defeated opponent to dance.

Killer Instinct 2/Gold[]

Special Moves[]

Name
Input
Description
Spinfist [Charge ← → + QP] Combo spins around with a backhand punch.
Reverse Spinfist [Charge → ← + QP] Combo spins around with a backhand punch as a reversal.
Rollercoaster [Charge ← → + MP] Combo somersaults forwards before punching low.
Triple Rollercoaster [← ↙ ↓ ↘ → + MP] Combo somersaults forwards, rolling twice, before punching.
Powerline [Charge ← → + FP] Combo runs forwards before punching straight. Can be canceled with [← + FP].
Cyclone [Hold FP + Release] Combo winds up for a punch. Pressing [FP] again throws an uppercut that launches the opponent.
Skullcrusher [Charge ← → + FK] Combo runs forwards and ax-handles with both fists.
TJ Tremor [Charge ← → + MK] Combo jumps and punches the ground.
Air Tremor [← ↙ ↓ ↘ → + QK] (air) Combo drops to punch the ground.
Turn Through [Charge ← → + QK] Combo weaves behind his opponent. Must be close to perform.
Fake Dizzy [→ ↘ ↓ ↙ ← + QK] Combo pretends to be stunned.
Throw [→ + MK] Combo throws the opponent behind himself. Can reverse being thrown with [← + MK].
Mini-Ultra [Charge ← → + FK] Combo performs a shorter Ultra Combo to end the first round.
Combo Breaker [← → + P/K] Combo punches out of a combo. Must be timed correctly. Punch beats Kick, Kick beats Punch.
Ultra Breaker [→ ↘ ↓ ↙ ← → + FP] (6 blocks) Combo punches out of an Ultra Combo. Must be used at the beginning of the Ultra Combo.

Super Moves[]

Name
Input
Cost
Description
Dash Frenzy [→ ↘ ↓ ↙ ← → + FP] 2-6 blocks Combo rushes forwards with multiple punches depending on how much Super Meter is left.
Super Spinfist [→ ↘ ↓ ↙ ← → + QP] 3 blocks Combo performs five consecutive backhands.
Super Rollercoaster [→ ↘ ↓ ↙ ← → + MP] 3 blocks Combo somersaults across the stage before throwing a low punch. Works as a Shadow Move outside combos.
Super Tremor [→ ↘ ↓ ↙ ← + MK] (air) 6 blocks Combo punches the ground with blue flame, causing knockdown and stun on a nearby opponent.
Tjcombo5


Combo Openers[]

Name
Input
Spinfist [Charge ← → + QP]
Rollercoaster [Charge ← → + MP]
Skullcrusher [Charge ← → + FK]
TJ Tremor [Charge ← → + MK]

Combo Linkers[]

Name
Input
Spinfist [Charge ← → + QP]
Rollercoaster [Charge ← → + MP]

Combo Enders[]

Name
Input
Spinfist [Charge ← → + QP]
Turn Through [Charge ← → + QK]
Powerline [Charge ← → + FP]
TJ Tremor [Charge ← → + MK]
Special Ender [Charge ← → + FK] (after first 4 enders)

Finishers[]

Name
Input
Description
Ultra Combo [Charge → ← + FP] (in combo) Combo performs a finishing combo, whose length is determined by the player's performance in the match.
Ultimate [Hold QK → ← + Release] (in combo) Combo uppercuts his opponent into the air so they fly off-screen.
0-Combo Ultimate [Charge → ↘ ↓ ↙ ← → + FK] Combo takes out a sub-machine gun and guns the opponent down.

Killer Instinct (2013)[]

Combat Traits[]

Name
Description
Auto Barrage After the first hit of any auto-double, Combo can cancel into a different auto-double with any button; this begins Auto Barrage. The player can hit any of the six buttons to continue Auto Barrage, without linkers or enders. Repeating a button strength ends Auto Barrage with an Advantage Ender, while getting through all six strengths in any order results in a powerful Damage Ender.

Command Attacks[]

Name
Input
Description
Superman Punch [↘ + HP] Combo throws a leaping hook. Low invulnerable, and hits overhead.
Rollercoaster [↘ + MP] Combo rolls forwards and punches. Any normal can be canceled into Rollercoaster.
Turn-Around Punch [← + MP] (air) Combo performs a backwards punch that can cross-up the opponent from behind.
Hook Combination 1 [MP, HP] Combo performs a hook and a punch. Works on whiff or while crouching, and the Heavy hit staggers.
Hook Combination 2 [MP, MK] Combo performs a hook and a kick. Works on whiff or while crouching.
One Two [LP, MP] (air) Combo does an aerial target combo.
Power One Two [LP, HP] (air) Combo does an aerial target combo causing hard knockdown.
Shin Kick [LK] Combo kicks low to cause flipout on airborne opponents.
Jumping Knee [LK] (air) Combo does an aerial knee that causes flipout. Can be chained into from aerial [LP].
Throw [→/← + LP+LK] Combo gut-punches the opponent, then punches them again into the ground.

Special Moves[]

Name
Input
Description
Spin Fist [← → + LP] Combo spins around with a backhand punch.
Shoot Toss [← → + MP] Combo grabs the opponent around the waist and slams them down. Launches on hit.
Powerline [← → + HP] Combo dashes forwards to throw a straight jab. Has one armor hit. Can be canceled into Spin Fist [LP], Shoot Toss [MP], an early Powerline [HP], Backstep [LK], Tumble [MK], or Flying Knee [HK].
Backstep [← → + LK] Combo hops back, faking a Powerline.
Tumble [← → + MK] Combo rolls forward without attacking. Projectile invulnerable until recovery.
Flying Knee [← → + HK] Combo hops with a flying knee attack. Invulnerable to lows until recovery.
Vortex [↓ ↑ + P] Combo uppercuts to launch the opponent, then spins his fist for a juggle uppercut called Cyclone. Button strength determines damage and speed. Cyclone can be triggered early with Punch.
Tremor [↓ ↑ + K] Combo jumps to punch the ground, creating a shockwave. Button strength determines distance. Hits overhead and recaptures airborne opponents.

Shadow Attacks[]

Name
Input
Description
Shadow Powerline [← → + 2P] Combo dashes forwards, throwing a jab that hits five times. Can be canceled on the fourth hit to swivel behind the opponent instead of causing wall splat.
Shadow Flying Knee [← → + 2K] Combo hops with a flying knee that hits five times.
Shadow Vortex [↓ ↑ + 2P] Combo spins his fist for an uppercut that hits four times, then follows up with a Shadow Cyclone. Fully invulnerable until the first attack.
Shadow Tremor [↓ ↑ + 2K] Combo leaps up to punch the ground, hitting five times.
TJCombo CharBio

Combo Openers[]

Name
Input
Rollercoaster [↘ + MP]
Spin Fist [← → + LP]
Shoot Toss [← → + MP]
Vortex (Shadow OK) [↓ ↑ + P]
Tremor (Shadow OK) [↓ ↑ + K]
Flying Knee (Shadow OK) [← → + HK]
Shadow Powerline [← → + 2P] (cancel)

Combo Linkers[]

Name
Input
Spin Fist [← → + LP/MP]
Vortex [↓ ↑ + LP/MP]
Flying Knee (Shadow OK) [← → + LK/MK]
Shadow Powerline [← → + 2P] (cancel)
Shadow Tremor [↓ ↑ + 2K]

Combo Enders[]

Name
Input
Effect
Powerline (Shadow OK) [← → + HP] Wall Splat
Flying Knee [← → + HK] Exchange
Vortex (Shadow OK) [↓ ↑ + HP] Launcher
Tremor [↓ ↑ + K] Battery/Hard Knockdown
Advantage Ender [repeat a button in Auto Barrage] Advantage
Auto Barrage Ender [all six buttons in Auto Barrage] Damage

Instinct Mode[]

Name
Input
Description
Glory Days [HP+HK] Combo earns a drastic speed boost to all ground movement and attack frame data.
Last Breath [get KO'd] If Combo is fully KO’d with a full Instinct Meter, he will use half the meter to resurrect with 20% life and Instinct Mode activated.

Finishers[]

Name
Input
Description
Ultra Combo [← → + 3P] Combo delivers 40 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Combo breathes fire to end the Ultra Combo.
Stage Ultra [← → + 3K] Combo triggers a stage-specific finishing blow.
Ultimate [LP+LK] (in Ultra) Combo punches his fists together before rushing the opponent with Powerline. He pummels them with a barrage of hooks before ending with a supercharged straight punch, sending the opponent sliding across the stage unconscious while Combo walks away.

External Links[]

Navigation[]

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