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Topic: My gamefaqs.com rejected KI Gold faq
Godfist314
unwashed heathen
(guest)

IP: Logged
Apr 28, 06 at 7:34am
My gamefaqs.com rejected KI Gold faq

This faq is new stuff I haven't been able to find anywhere else on gamefaqs.com or any other site for that matter. This forum doesn't look to be frequented often but I figured I'd get this info out there anyway:

(Start of FAQ)
KI Gold Miscellaneous Tips Faq by godfist (n00body@yahoo.com)

Intro
-----
I've been saving these tips for awhile, just never got around to putting
them into a faq.

Tips for All characters
-----------------------

Many characters can use d+3 as a manual hit (after an autodouble or just by
itself). Some of the characters that have these d+3's are uppercuts that can
start juggles.

Stand up moves
--------------
Stand up moves are moves done after a throw that is executed in a combo. The
throw puts the opponent in a jugglable state
and then the stand up move makes the opponent stand up again, cancelling
their jugglable state.

Standup combos *should* be able to be done on all characters however I've had
trouble doing them on certain characters at certain times. Its erratic as to
whether they connect or not.

After a stand up combo opener, you can do another ground combo that is
similar to a regular combo with a few conditions:
1. You cannot end a stand up combo with an ender. Instead of getting the
ender you will just get the regular move. An
example being with Jago if you end his stand up combo with a fierce tiger
fury, you won't get the 4 hit tiger fury ender. Instead you will get a 1 hit
fierce tiger fury that sends the opponent flying and spinning to the ground.
ALSO, if the regular move does 2 hits in its non-ender form, you will get
both hits! Again with Jago if you do his fierce laser blade in a stand up
combo you won't get the laser blade ender. Instead you will get his standing
fierce laser blade that will do *both* hits as if you had started a normal
standing combo with the move. That's right, the move executes as if you had
done the move just by itself and NOT within a combo. Cool huh?

2. You can still do autodoubles or manual autodoubles, but ONLY IF you have
any of those left before you started the throw juggle mode.

3. You cannot do any 5 hit super linkers but you CAN do other super linkers
that are normally done as shadow move openers. For instance with Tusk you
can't do df,d,db,f+6 or db,d,df,b+3 but you CAN do db,d,df,b+6 as a
"super linker" of sorts.

4. You can use shadow moves as the stand up move. With jago, df,d,db,f+5 can
be used as a stand up combo opener.

Super Linker Chains
-------------------
Certain super linkers can be chained together without having to use
autodoubles or manual autodoubles between them. Example is with jago do f+6,
df,d,db,f+5, df,d,db,f+5, df,d,db,f+5 (3 super linkers in a row!!!). If 3
super linkers are done in a row it ends the combo in a knockdown. Also, 3
superlinkers cannot be chained together if any other normal and/or
superlinkers have been used previously.

Characters and corresponding moves that can be used in superlinker chains:
Jago df,d,db,f+5 and db,d,df,b+6
Kim Wu df,d,db,f+3
Maya df,d,db,f+2

There might be more but I haven't found them yet...

Individual Character Tips
-------------------------

Fulgore
-------
After Fulgore's 5th ender you can juggle the opponent with an additional 4
lasers instead of the usual 1 additional laser. Each laser hit knocks the
opponent closer towards Fulgore and at the end of the 4th laser you can tack
on his super uppercut (although the timing is tricky) for a nice juggle!

Gargos
------
I have nothing for him yet and I think I might not ever. The guy can't even
put 2 regular linkers in a combo! He's so boring to play anyway other than
the initial novelty...

Glacius
-------
Glacius near end of 1st life bar do f+6,hcf,b+2,f+6,hcf,b+2,1,qcf+4 (5th
ender) and ender will miss completely. Do his d+3 pop up in a combo like
this:qcf+5,4,db,d+3,df,b+6 and the super linker will hit them as they're
popped up in the air!

You can also tack on regular enders after a d+3 in mid combo but its tricky.
The timing I haven't figured out yet but you can get his regular 4 hit puddle
punch ender to juggle the opponent doing the same motion I just described
above, however the timing is different. Again how I dont know.

Jago
----
Jago is one of my favorite characters to come up with creative combos with,
as you'll see in the following If game speed is on slow and jago does f+6,
df,d,db+3 ender is turbo speed instead of regular speed. ONLY works on slow
speed.

If jago does df,d,db+3,1,df,d+3,db after autodouble jago will do d+fp into
TURBO Laser Blade ender! Note that in the df,d+3,db motion you end up doing
TWO different moves in one motion. the d+3 AND the laser blade ender!
A linker can be cancelled into a super linker! With Jago do f+6, medium
windkick linker, windkick super linker Jago quick fireball can still be used
as an opener followed by a windkick however his super windkick / shadow move
must be used to do this. Jago's normal fierce windkick cannot be used because
it will knock the opponent down after the fireball hits. You can also super
cancel the shadow windkick into a windkick super linker since you've done at
least 2 hits in the combo (the jab fireball and shadow move (this is after
the jab fireball)). Further more, if you turn knockdowns OFF (this is a level
4 option), you can do jab fireball, shadow windkick, windkick super linker,
autodouble, windkick super linker and then ANOTHER windkick super linker!
Don't ask me WHY you can do 2 windkick super linkers in a row...perhaps its a
glitch :\. Quadruple Sword Uppercut Combo (the sword uppercut being d+3):
df+3,d,db+4,3,d+3,f,d,df+2. How is that 3 sword uppercuts? Well first d+3 and
df+3 do the same move (the sword uppercut). Also holding df helps you execute
the quick windkick much easier after the uppercut. So you start out with the
first sword uppercut which is d/f+3.The 2nd sword uppercut is the 2nd hit of
the 1st autodouble (3).After that you can tack on a manual hit which happens
to be another sword uppercut.Lastly, the 1st hit of the 5th ender also
happens to be the sword uppcuercut. If you've done all this (which can take
some practice), you've got yourself a quadruple sword uppercut combo! After a
quick or medium windkick knockdown Jago can juggle with a variety of moves.
The easiest way to get a quick/medium windkick knockdown is to do df,d,db+5,4,
df,d,db+5,4,df,d,db+5. You can then tack on a f+6 (which requires some
timing if you want *both* hits of the f+6) to hit followed by a super
fireball (hcb+1). Or you can do a f+6 followed by a fierce ninja slide.
Or you can just do the fierce ninja slide by itself. Finally you could
just do a normal hit! That's right. After the knockdown just hit 4 and
it will connect! Note however that this doesn't seem to work for any other
normal move like 1,2,3,5 or 6.

If you get your opponent in the corner of the stage (works best on jago's
bridge), you can juggle the opponent after a b+6. B+6 is a two hit kick that
lifts your opponent into the air (and you get pushed backwards if you're not
in the corner). You CAN juggle after this move but it takes timing. You have
to start the motion of your move just as the 2nd hit connects. Doing the move
before this won't make it come out. Also, it seems that you can only get
certain moves to execute after the kick. These moves will execute and can
juggle the opponent after a b+6:fierce fireball, red/magic fireball (hold 3,
qcf release 3), and super fireball (qcb+1). All 3 versions of the regular
windkick will execute but will NOT juggle the opponent. Another cool quirk
is that you can get the super windkick to execute after a b+6 but it must be
done VERY quickly. If it hits, it will not juggle the opponent but instead
hit them right as they hit the ground for a standing combo! If you look
quickly you can see that the 1st hit of the 5 hit superlinker misses but the
other 4 hits connect! Even stranger is this combo: Stand back just a little
ways from the opponent and do the b+6. If done right only the 2nd hit of the
b+6 will connect. Then do the super windkick and you will still get the super
linker even though you only started the combo with 1 hit instead of the usual
2 needed to execute a super linker.


If anyone knows of a way to quickly fit in another move to juggle the
opponent before they land after b+6, please email me. Do df,d,db+5,d+3,df,d,
db+3 and you'll get the 2 hit fierce laser blade *instead of* the laser blade
ender! Exactly why this works I'm not sure. Note that when the combo counter
shows "manual super" the "super" text is wavy instead of straight across like
normal. What this signifies I don't know.

Did f+6 in a post knockdown combo, but missed 2nd hit of f+6. Was still able
to juggle with hcb,qcf+3 for 4 hits!!! Combo text was wavy. Maybe wavy text

Moves that can juggle after an in combo throw juggle starter: (Normal Moves)
Almost any normal will juggle but you probably can't get in any additional
hits

(Special Moves)
Quick, medium, or Fierce Tiger Fury (Fierce Tiger Fury makes the opponent
fly WAY up in the air!!!)
Medium or Fierce laser blade
Fierce Endokuken (Quick and medium miss)
Red Endokuken
Medium or Fierce Windkick (can add more hits with f+6)
Medium or Fierce Ninja Slide

(Super Moves)
Super Fireball
Super Windkick (can add more hits with f+6)
Super Tiger Thrasher (only hits twice though)

Longest Non-finisher,non-parry, throw stand up juggle:
f+6,df,d,db,f+5,4,3,2,db,d,df+6,5,f+3,db,d,df+5,f+6,df,d,db+3,f+6,df,d,db+5,
qcb,hcf+6 (last move will only hit 4 times)
Does 31 hits, 62% damage!
Opponent must start as close as possible to either corner of Jago's Stage or
Gargos' Stage.

Kim Wu
------
Kim Wu can do db,d,df+mk, qcb,hcf+6 as a juggle.

With Kim Wu if you stand somewhere in mid range (the range must be EXACT...
where I don't know how to say), do her Medium Fireball (qcf+2), then RIGHT
after it ends do her fierce tornado kick (df,d,db+6) you can get all 3 hits
to combo! Then if you're really good, after the 2 hit torndado kick super
cancel into the tornado kick super linker and then the tornado kick ender for
mega tornado kick goodness! A much easier way to do this is do the medium
fireball and then do her tornado kick shadow move to get to the opponent
faster. You can also combo the shadow move after a fierce fireball but this
is obviously a bit harder because the fierce fireball travels faster.

Those are 3 different ways, each with its own unique level of difficulty,
to do what is virtually the SAME COMBO. Kim Wu can delay her fifth ender
(db,d,df+mk) so that it doesn't actually count in the onscreen hit total.
Just do something simple like df,d,db+5,4 and then wait a little bit and
THEN do the ender. How one would use this to do a cool looking combo I don't
know. On slow, do her ultra and end with her super uppercut. Super uppercut
will count as a separate combo that ends the match, thus preventing the
announcer from saying ULTRA COMBO!!!

Maya
----
Maya has 2 easy air enders (glitch enders that juggle the opponent instead of
hitting them like in a normal ender).
cb,f+5
cf,b+1

Orchid
------
I have a few things for Orchid but I'll put them in later...

Saberwulf
---------
Do f+6, hcb,f+2,f+6,hcb,f+2,1,f,b+4 and some hits of the mini-ultra/assault
will miss.

Do b,f+2,1,b,f+2,1,b,f+2,f,b+4 (quickly) and all but the last 2 hits of the
mini-ultra will miss. (the hits missed are DIFFERENT from the 1st tip I just
gave).

Spinal
------
Spinal can do his qcb,hcf+3 super fireball in a combo by simply doing hcf+3.
Easy huh?

TJ Combo
--------

TJ Combo get opponent into flashing red bar and do f+6,hcb,f+1 (hcb,f+1
should completely empty their life bar) and opponent will die and you will
unable to do a 1 or 4 autodouble. The opponent falls to the ground in slow
motion (animation is slower with certain characters that have more frames in
their death animations like Orchid and Kim wu).


Apparently combo cannot super cancel his spinfist b,f+2 (during a combo) into
a super roller coaster linker. He CAN cancel his reverse spinfist (again
during a combo) into a super spinfist, however.

Tusk
----
Speed slow. Tusk hcb+1 is air ender (this isn't new and can be found
in the glitches section of HSeijas's faq). Works ONLY on slow. On normal
speed or above, ender is NOT an air ender and is done at normal speed of
ender. Now, the part that is NOT in any faq is that you can do this air ender
at a slow speed! That's right, just do hcb, hcb+1, and you will get the air
ender in slow motion! (acutally it could be slower than slow motion...
I need to check the speed of the normal/non-air ender on normal speed).

There is some way to get the hcb+1 ender to come out NON-GLITCHED in
slow motion. Meaning the ender comes out normally as it would in normal
speed or higher. HOW you do this I haven't been able to figure out yet :/.

Stuff after d+3 pop up IN COMBO:
qcf+1
db,d,df+6
(In corner), walk up, hcb+3,f+3, qcb,hcf+1!!! (although not all the hits of
the last move connect...)

Do d+3 as db+3 in a combo then d,df,b+6 3 hit shadow move misses, THEN...
qcf+1, db,d,df+6 (works in REGULAR juggle mode, not cheap juggles mode!)
qcb,hcf+6, db,d,df+6 (VERY cool)

His f,d,df+1 ender (a.k.a. his 5th ender):
If this ender is done in the corner, after the 1st hit (which is hcb+1),
Tusk should do the rest of the ender behind the opponent. But because of the
strange way in which the corners of a stage make the engine do funny things,
Tusk ends up doing the rest of the ender in front of the opponent instead of
behind. That's right he sorta teleports back to the front!


End
---
I'm submitting this as an attempt to spark more interest in Ki Gold and the
extra stuff that's in the gam(I.E. not conventional stuff that's
already been submitted), most of which are n64 console specific glitches
(ie not Ki2 Arcade). If you take an interest in this, please email me your
thoughts to n00body@yahoo.com

(End of FAQ)

If anyone takes an interest in this information please email me or respond back on this board, I'd appreciate it.

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