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Submitted by System on 13/03/2006, 06:02. Print file.
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The SPINAL Survival Guide (KI SNES)
========================================================================
FAQ Version: 1.00 Written By: HardCore
Last Updated: 5/5/96. Special Thanks: Nintendo
========================================================================

The Spinal Survival Guide was written by myself in order to provide the
Spinal fans an edge over the competition. Spinal is often considered the
weakest character in Killer Instinct, but I know this is NOT true. If you
ever wanted to master Spinal, now its the best time to take advantage.
By the way this guide its aimed at the SNES version of KI.

Mail me with any comments or suggestions: hardcore@gil.net
If you are a KI2 player like myself: http://www.gil.net/~hardcore/ki2

========================================================================
Basic Moves
========================================================================

Height: 5'5"
Weight: 110 lbs
Age: 2650

Story: Spinal's origin is a closely guarded secret of Ultratech. A secret
branch of the corporation, using a variety of special techniques, have
succeeded in reviving an ancient warrior. With only the vaguest memories of
his past life, Spinal knows how to do only one thing, FIGHT!

+-------------+
|Special Moves|
+-------------+---------------------------------------------------------

Skeleport: D,D [P/K] (punch places you in front/kick places you in back)
Skeleport in Air: D,D [QP/QK] -=In Air=-
Power Devour: Press and Hold B and [QP] -=Collect Skulls=-
Searing Skull: D,DF,F [P] -=Only after Skull Collected=-
Soul Sword: (B),F [MP]
Reverse Soul Sword : (F),B [MP]
Bone Shaker (shield): F,F [P]
Super Searing Skull: B,DB,D,DF,F [FP] -=Only after projectile collect=-
Air Juggle: D,DF,F [P]
Air Combo: [FK] (F),B [MK] or [MK] (F),B [QK]
Sliding Kick: DB,D,DF [FK] -=Goes through projectiles=-
Fast Sliding Kick: D [FK] -=Goes through projectiles=-
Combo Braker: F,F [P] -=Gives you 3 skulls=-
Recovery Move: D,D [P/K]

+---------+
|Finishers|
+---------+-------------------------------------------------------------

Ultra Combo: D,DF,F [FP]
Ultimate Combo Lighting: D,DB,B [FP]
No Mercy Lighting: B,B,B [MK]
No Mercy Swords Play: B,B,F [QK] -=Close to opponent=-
Humiliation: B,DB,D,DF,F [FK]

+----------------+
|Transition Moves|
+----------------+------------------------------------------------------

Bone Shaker to Slide Kick Transition: F,F (hold F)- B+[6]

Bone Shaker to Soul Sword Transition: F,F (hold F)- B+[2]

Foward Teleport to Back Teleport: D,D+[1]-D,D+[4]

Back Teleport to Foward Teleport: D,D+[4]-D,D+[1]

There are many ways to teleport in front and in the back so experiment.

========================================================================
Combos
========================================================================

Auto doubles:

1 - (3) 2 - (3) 3 - (3)
4 - (2) 5 - (2) 6 - (2)

Openers:

F,F+1 (1) --> 3
F,F+2 (1) --> 5
F,F+3 (1) --> 2,6
DB-DF+6 (1) --> 1,3
cF,B+1 or cB,F+2
(1/2) --> 3,4,end (only if hit twice)

Linker:

cF,B+2 (2) --> 3,4,5,end

Endings:

F,F+1 (3+end)
F,F+2 (3+end)
F,F+3 (4+end)
D,D+A (various endings for each opponent.

vs. Fulgore: 1: F-D-DF+3 (4+end) 2: B-D-DB+1 (4+end)
3: cB,F+5 (3+air) 4,5,6: D-F+2 (4+end)
vs. Cinder: 1: F,F+2 (4+air) 2: F-D-DF+6 (4+air)
3: F-D-DF+5 (4+air) 4,5,6: F-D-DF+4 (4+air)
vs. Sabrewulf: 1: cB,F+1 (3+air) 2: cB,F+4 (4+end)
3: cB,F+5 (4+air) 4,5,6: cB,F+6 (3+air)
vs. Orchid: 1,5,6: D-F+3 (4+end) 2: cB,F+4 (4+air)
3: cB,F+5 (3+air) 4: DF-DB+3 (4+air)
vs. Riptor: 1: D-B+3 (4+end) 2: DF-DB+1 (4+air)
3: DF-DB+5 (3+end) 4,5,6: cB,F+6 (3+air)
vs. Jago: 1: F-D-DF+1 (2+end) 2: F-D-DF+2 (3+end)
3: F-D-DF+3 (4+end) 4: D-F+1 (3+end)
5: DF-DB+5 (3+end) 6: F-D-DF+3 (3+end)
vs. Combo: 1: cB,F+2 (3+air) 2: c3B,F+2 (4+end)
3: cB,F+3 (4+end) 4,5: cB,F+6 (3+air)
6: cB,F+1 (4+air)
vs. Spinal: 1,4: F,F+1 (3+end) 2,5: F,F+2 (3+end)
3,6: F,F+3 (4+end)
vs. Thunder: 1: cB,F+3 (3+air) 2: D-B+2 (4+air)
3: D-B+3 (4+air) 4,5,6: D-F+6 (3+end)
vs. Glacius: 1: D-F+3 (4+air) 2: DF-DB+1 (4+air)
3: D-F+6 (3+air) 4,5,6: D-F+5 (3+end)
vs. Eyedol: 1,2,3,4,5,6: cB,F+3 (4+air)


Combos:

14-hit combo-Cb, f+2, 3, b+2, 3, f, f+3
air juggle ender-hold 1, Cdb, 3, f+2, 3, b+2, 3, f, f+release 1

32-hit Ultra-f, f+3, 2, Cb+2, 3, f+2, 3, hold 3, hct+release 3

22-hit air juggle ender-hold 1, Cb, f+2, 3, b+2, Cf, 3, b+2, 3, d,
d+release 1, juggle 5 times
(You must be fighting Glacius to perform this combo. You need to have
5 skulls and the d, d+release 1 must be done right after pressing 3)

GLITCH: GLACIUS MORPH

To stay morphed as Glacius end any combo with a release FP morph in a combo.

For Example: Jump [6]+2 Hold [3] D,D Release [3]

Careful NOT to jump after you stay morphed, this will cause Spinal to morph
back to itself.

========================================================================
DO and DONTS
========================================================================

I have many times seen so many people commit stupid mistakes with Spinal
against their opponent its not even funny. I thought that maybe they are not
veteran players with Spinals, but when they go out and say things like,
"Spinal Fucking Sucks" just totally throws me off. I tend to pick Spinal and
kick their face! ;-) Spinal its the most strategic character in KI, but that
makes the best. Follow the DO and DONT so you dont make mistakes.

DO:

• Collect skulls
• Dont get into "fancy" long combos, keep them short and sweet.
• Use the jump kick alot!
• Keep close to your opponent.
• Dont disappear (read strategies for what I mean)
• Do early Ultras/Ultimates
• Dont waste your skulls, use them wisely
• Use the Overhead reach advantage.
• Confuse your opponent with a transition of Bone Shaker to slide kick
• Vary your enders
• Air Combo alot

DONT:

• DONT GET CRAZY IF LOSING
• DONT do long combos
• DONT Play turtle
• DONT use the Recovery move unless necessary
• DONT waste your skulls
• DONT single disappear (ill explain later). ;-)

========================================================================
Strategies/Ratings
========================================================================

Here its the most important portion of this FAQ! The Strategies to beat other
players. I won't guide you through HOW TO BEAT the computer, but I will guide
you on how to beat human opponents, remember though skills on both sides of
the court matter.

RATINGS:

Below you will notice a few things under the character names. For example:
[5/5].

In order to rate how Spinal would do against other characters I pitted them
against 10 games. He who won the most games would mean he would have an edge.
Of course lucks plays a big part. Here its a run down on the ratings.

[1/9] = Can't do anything to win ;-(
[2/8] = If you win you probably got lucky
[3/7] = You can throw a punch or two
[4/6] = Not that much of a beating
[5/5] = TIE could go either way
[6/4] = You have an edge (careful not to fall).
[7/3] = Laugh at the opponent but careful
[8/2] = If this person won, he got lucky
[9/1] = SUPREME VICTORY PERFECT ;-)

Spinal Vs TJ Combo: [7/3]
Spinal Vs Fulgore: [6/4]
Spinal Vs Jago: [7/3]
Spinal Vs B.Orchid: [4/6]
Spinal Vs Thunder: [9/1]
Spinal Vs Spinal: [5/5]
Spinal Vs Riptor: [7/3]
Spinal Vs Saberwulf: [7/3]
Spinal Vs Glacius: [8/2]
Spinal Vs Cinder: [2/8]
Spinal Vs Eyedol: [5/5]

Please understand that SKILL has lots to do with the ratings and these
ratings reflect a matchup between even expert players.

Some characters such as Cinder give Spinal the hardest of times, and its what
I'm going to cover in full detail. Otherwise for any other character just
stick to the main strategy.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Main Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What you may want to do on the offensive end its to vary your attacks as much
as possible. Jump Kick always holding fowards, this way you may do an air
combo and add extra hits and damage. The main thing about Spinal its that he
is a very close attacker. If you want to win with Spinal you must be on your
opponent like mad, use lots of Overhead sword hits and go into the bone
shaker for best results. Do NOT use long combos!!! Long combos will only
leave you open for Combo brakers!

Use the Bone Shaker to Slide kick Transition move to catch the opponent off
guard!! Then go into a combo. While in a combo you may want to stop your
combo, then hit over the head while the opponent blocks to go into another
combo which you will finish. Use disappear only when necessary and at times
when jumping in for an attack, specially on Jago, Fulgore and Cinder, they
will usually be tempted to do a FIERCE uppercut which you can air combo.
Furthermore when doing a disappear in the floor do a double one. Meaning if
you are going to disappear in front, then disappear in back then transition to
the foward disappear instead. You got to keep your opponent guessing for your
next move.
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