Movelist Terminology
|
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. |
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. |
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. |
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[]
- Killer Instinct Classic help manual on Xbox Live
- Killer Instinct 2 help manual on Xbox Live
- TJ Combo's gameplan analysis at Infil's The Complete Killer Instinct Guide
[]
Gameplay Pages | ||||
---|---|---|---|---|
Characters | TJ Combo · Fulgore · Jago · Orchid · Thunder · Spinal · Riptor · Sabrewulf · Glacius · Cinder · Eyedol · Tusk · Maya · Kim Wu · Gargos · Sadira · Shadow Jago · Kan-Ra · Omen · Aganos · Hisako · ARIA · Arbiter · Rash · Mira · General RAAM · Kilgore · Shin Hisako · Eagle | |||
Mechanics | Combo System · Combo Breaker · Shadow Move · Ultra Combo · Ultimate · Humiliation · Instinct Mode · Shadow Counter · Knockdown Value · Lock Out |