Subject: KI GOLD FAQ v1.20 From: YCJY54C@prodigy.com (Mr. Charlie F. Grey) Newsgroups: alt.games.ki # / # # / # #> # GOLD for N64 FAQ version 1.20 # \ # # \ # Version 1.20 - Dec 02 1996 by ICEOUT MKT. What's new: *Extra colors code added *Highest midmatch combo for Combo. *GARGOS code confirmed! *2 combos for each character KI goes 3D(well almost) in KI GOLD! In this version for the N64, all stages are 3-D rendered and there more zooming and some awesome effects. It is almost completely like the arcade original in terms of gameplay and graphics with a few new things thrown in. 1)Basic Options ARCADE TEAM TEAM ELIMINATION TOURNAMENT TRAINING FOCUSED TRAINING OPTIONS Hit Z to bring up the highest recorded combos and damages for each character. Everything in this mode is saved on the cartridge. New features: Practice Mode: Here you can take two players and practice combos and techniques without a timer and with a constantly full SUPER bar. The only moves you can't do here are Ultras and Ultimates. Hit Z to bring up a moves list. Team/Team Elimination/Tournament: These are special head-to-head modes for you and a friend. In team mode you can select the size of your team(2-11) and even all of same character! In Tournament mode you can name your character. Training: A brand new feature in KI is the training mode. Here you try to copy what the "master" says. If you can duplicate the increasingly tricky moves(5 in each section), you "PASS" and get graded on your speed. The sections are: 1)SPECIAL MOVES 2)AUTODOUBLES 3)COMBOS 4)COUNTERS 5)COMBO BREAKERS If you finish all five sections with a character, you're supposed to get a "gold" version of that character. Focused Training lets you select a specific training section. Options and Cheats: GAME SPEED DIFFICULTY(see note) TRAINING DIFFICULTY MUSIC RANDOM SELECT AFTER X WINS TIMER ON/OFF THROWS ON/OFF BLOOD LEVEL To gain access to other cheats, you must beat the final boss in 1-player mode. VERY EASY(no boss) you get a message EASY-opens level 1 cheats NORMAL-opens level 2 cheats HARD-opens level 3 cheats VERY HARD-opens level 4 cheats, MASTER level MASTER-opens level 5 cheats LEVEL 1: THROW DAMAGE EASY BREAKERS INVISO TAG- last player to score a hit stays invisible AERIAL CAMERA LEVEL 2: FULL SUPER BAR FULL BREAKERS POWERED FINISHERS-enders always at full level! LEVEL 3: MISSILES FAST FIREBALLS AUTODOUBLES ON/OFF LEVEL 4: EARLY UMTIMATES: Can do Ultimate anytime on opponent with red lifebar. KNOCKDOWNS: Turning it off allows for significantly longer combos! T.J. can do a 30+ hit mid-match combo without SUPERs! QUICK OPENERS CHEAP JUGGLES: Nearly anything juggles w/o throw Level 5: BLOCKING ON/OFF New game speed- "LUDICROUS" speed! 2)Terminology LEGEND: 1= quick punch(B button) 2= medium punch(C-left) 3= fierce punch(C-up) 4= quick kick(A button) 5= medium kick(C-down) 6= fierce kick(C-right) ( )=charge/release B=back DB=down-back D=down DF=down-forward F=forward QCF=D,DF,F QCB=D,DB,B HCF=B,DB,D,DF,F HCB=F,DF,D,DB,B FDF=F,D,DF BDB=B,D,DB AUTODOUBLE: A 2-hit attack done after certain special moves that hit. In GOLD the system is Opener uses 3/6 -> autodouble is 2/5 Opener uses 2/5 -> follow with 1/4 Opener uses 1/4 -> use 3/6 One exception is Spinal's air kick, follow with the F+3 move instead. LINKER: Keeps a combo going. Can be followed with a autodouble except for T.J.'s freight train attack. Use too many and the combo will end with a knockdown. ENDER: A special move with a finishes the combo in style! Each fighter has four enders to begin with, they start at one hit but each different one you use in a match they increase up to 4 hits. Do the first four in a match and you gain access to a 5th ender that does 5 hits! SUPER: Special moves that can only be done when your SUPER bar is lit up to a certain degree(about 3-6 squares). It is built up by performing blocked hits or getting hit repeatedly. Super Linkers can only be done in a combo and they add 5 hits. Other SUPERs dizzy your opponent, destroy their SUPER bar, or hit multiple times for up to 40% damage! ULTRA: The big finishing combo! When your opponents' lifebar is flashing red and in a combo, this motion sets it off and the camera zooms in close! Do the BONUS within the first five hits and you should get some extra hits at the end. An ULTRA can be broken during the first five hits by an opponent using their ULTRA BONUS move! The length of the combo depends on the number of enders built up during the match: 0 or 1:14 hits 2: 18 hits 3: 22 hits 4: 26 hits 5: 30 hits An ultra after 5 enders and the bonus done is 34 hits! FIRST ROUND ULTRAS are done when your opponents' green lifebar is empty, in a combo. These are always 7 hits and one ender must be done first or they won't work. ULTIMATE: Each fighter has 2 of these, one that can be done out of a combo and one in a combo only. Do these when your opponents' lifebar is flashing red. An out-of-combo Ultimate can be blocked or counter- attacked! PARRY: Hitting B+1 repeatedly will cause your player(except for Spinal, who can't parry.) to "twitch". If their opponent tries certain special or basic moves, "poof" they are counter-stunned. Follow these very quickly with a Dizzy or Special. The Dizzy dizzies and the Special is a 3-hit combo opener. (Gargos cannot parry either.) RECOVERY: Do as you are getting up from a knockdown. Certain SUPERs can also be done at this time. COMBO BREAKER: If you are quick you can break combos! If you are caught in a combo, do your combo breaker with 1/2/3 if they are using 4/5/6 and vice versa. Punch breaks kick, kick breaks punch. The timing is easy against autodoubles, but tough against manuals. PRESSURE: A 2-hit attack that can be done at anytime, it can also juggle and start a combo. It also moves you forward a little. AIR JUGGLE: After a combo that knocks them up into the air, this move can add another hit before they land. Some fighters have more than one! AIR DOUBLE: Both players must be in midair. If you score the inital hit, you can add quick second hit if you're really really quick, which in turn can be followed up with another juggle! Jump with 3/6-use 2/5 2/5->1/4 1/4->3/6 TRANSITION: You can "interrupt" certain moves and fake them out by going into another! TURTLEBREAKER: Must be blocked standing. POP-UP: Hits them upward, follow with juggle. 3) Moves and Kodes STAGE SELECT for 2-player games: First player selects stage, the second will select music. Do these as you choose your character. U+1: CASTLE Stage Kill: Far right(break the wall first) D+1: BRIDGE Stage Kill: Near center U+2: JUNGLE Stage Kill:(unknown) D+2: DUNGEON Stage Kill: Anywhere U+3: SPACESHIP Stage Kill: (unknown) D+3: STREET Stage Kill: Near the train tracks(new for GOLD!) U+4: STONEHENDGE Stage Kill: (unknown) D+4: DOJO ROOFTOP Stage Kill: Either side U+5: MUSEUM Stage Kill:(unknown) D+5: SHIP Stage Kill: Far right(break the crates first) U+6: HELIPAD Stage Kill: Far left(break the drums first) D+6: none SKY STAGE: Both players select with D+5 Stage Kill: Any corner, anytime! To do a stage kill, uppercut or do a combo that knocks them upward. If this drains their lifebar , they get "KNOCKED OFF"! T.J. Combo: Backfist: (B)-F+1 Double Backfist: (F)-B+1 or (B)-HCF+1(2 hits) Roll&punch:(B)-F+2 or (F)-B+2 2x roll&punch:(B)-HCF+2 Linkable punches:(D),2,2(2 hits) Powerline:(B)-F+3 Weak Powerline:(B)-HCF+3 Cyclone Punch:(3) Uppercut:D+3(pop-up) Switch sides:(B)-F+4 or (F)-B+4 Tremor:(B)-F+5 or (F)-B+5 Air tremor:(in air)HCT+5 Skullkrusher:(B)-F+6(t.breaker) Freight Train:(in combo)(B)-F+6,F+6(4 hits) Roll away:B-B TRANSITIONS: Powerline (B)-F+3 or (B)-HCT+3 to: stop:(F)-B+3 roll&punch:(F)-B+2 double backfist:(F)-B+1 switch sides:(F)-B+4 Combobreaker:(B)-F+x T.breaker:B+2 Recovery:(B)-F+4/5/6 Throw:F+2(B+2 to reverse) Pressure:F+6 Air Juggles:(B)-F+3 / (3) Air Double:(F)-B+4/5/6 Dizzy:(B)-F+3 Special:(B)-F+2 SUPER: Super Freight Train:HCB-F+3(5 hits) Dizzy Tremor:HCB+5 Shadow Roll:HCB-F+2(3 hits) (in combo only) Backhand Barrage:HCB-F+1 Rolling Thunder:HCB-F+2 ULTRA: (F)-B+3 BONUS/ULTRA BREAKER:HCB-F+3 FIRST ROUND:(B)-F+6 Ultimate Gunshot:(F)-HCB+6 Ultimate PowerPunch:(4),release in combo ENDERS: (B)-F+1 (B)-F+3 (B)-F+4 (B)-F+5 5th: (B)-F+6 COMBO1:D+6 D+3 (3) COMBO2:(B)-HCT+2 (B)4 HCT+2 (B)4 F+6-(F)+6 B+1 F+6 24 HITS/52%: (parry)B-F+2 (B)4 HCF+2 (B)4 HCF+2 (B)4 F+6-F+6 F+2 jump (F)6 B+5 F+6 SPINAL: Energy shield:(B)+1 (1) to maintain Soul drain:QCF+1 Sword dash:QCF+2 Skull summon:QCB+2 Flame blade:QCF+3 Sword Swat:D+3(pop-up) Teleport:QCB+4/5/6(need a skull) Skull fire:QCF+4/5/6(need a skull) Sword skrape:D+6(short) or DF+6(long) Air kick:(in air)D+6 Run:F-F Back away:B-B Combobreaker:QCB+x T.breaker:B+3 Recovery:D+3 or QCF+3 Throw:F+6(B+6 to reverse) Pressure:F+3 Air Juggle:QCF+2 / QCF+4/5/6(need skull) Air Double:D+4/5/6 SUPER: Grim reaper:QCB-HCF+3(t.breaker) Skull cluster:QCB-HCF+6(or HCF+6 in combo)(5 hits) Dizzy Skull:QCB-HCF+5 Six skull summon:QCB+3 Wild slashes:HCF-B+2 Super skrape:HCF-B+6 ULTRA:QCB+3 BONUS/ULTRABREAKER:QCB-HCF+6 FIRST ROUND:QCF+3 Ultimate Skull Drop:QCF-QCF+1 Ultimate Electricity:D-D+4(in combo) ENDERS: QCB+4 QCB+5 QCB+6 QCB+2 5th:QCF+1 COMBO1:DF+6 2 F+6 jump 6 D+5 QCF+6(need skull) COMBO2:QCF+2 4 QCF+3 5 HCF+6(need SUPER energy!) MAYA: Cobra Bite:B-F+1 or F-B+1 Savage Blade:B-F+2 Mantis:B-F+3 Lightining Strike:(in air):F-B+3 Jungle Leap:B-F+4/6 Air Leap:(in air):B-F+4 Flip Kick:B-F+5 Upper Kick:D+6(pop-up) TRANSITIONS: Jungle Leap B-F+6 to: Air Leap:B-F+4 Jungle Leap B-F+4/6 to: Lightning Strike:F-B+3 Combobreaker:B,F+x T.breaker:B+3 Recovery:B-F+1 Throw:F+3(B+3 to reverse) Pressure:F+6 Dizzy:B-F+1 Special:B-F+2 Air Juggle:B-F+6 Air Double:F-B+4/5/6 SUPER: Tree Cutter:HCB-F+6(5 hits) Long-range Mantis:HCB-F+3 Multi-Slicer:HCB-F+2 Just for kicks:HCB-F+5 ULTRA:F-B+6 BONUS/ULTRABREAKER:HCB-F+6 FIRST ROUND:F-B+3 Ultimate Shrink Ray:HCF-B+1 Ultimate Elephant:HCB-F+4(in combo) ENDERS: B-F+1 B-F+3 B-F+4 B-F+6 5th:F-B+1 COMBO1:Jump 6 DB+2 F+2 B-F+3 COMBO2:B-F+2 4 B-F+2 4 F+3 F+6 GLACIUS: Ice grip:QCF+1 Shoulder:QCF+2 Switch Blade:QCF+3(pop-up) Uppercut:D+3(pop-up) Artic Blast:QCB+1/2/3 Water Morph:QCF+4 (4) to regain energy Water Punch:QCF+5(weak)/QCF+6(knockdown) *water morph/punch can also be done in air Disco Kick:D+6(2 hits/low) TRANSITIONS: Water Punch QCF+5/6 to: water morph:QCF+4 Water Punch QCF+5 to: from behind:HCB+6 Combobreaker:QCF+x T.breaker:B+3 Recovery:QCF+3/6 Throw:F+3(B+3 to reverse) Pressure:F+6 Dizzy:QCF+3 Special:QCF+5 Air Juggle:QCF+6 Air Double:QCF+4/5/6 SUPER: Power Slam:HCF-B+1(6 hits outside combo,5 in one) Ice breath:HCB-F+3(5 hits outside combo,2-3 in one) Teleport-behind punch:HCB+6 Axe attack:HCF-B+2 Punch frenzy:HCF-B+6 ULTRA:QCF+4 BONUS/ULTRABREAKER:HCF-B+1 FIRST ROUND:QCB+4 Ultimate 3-D Ice Shatter:BDB 4 Ultimate Icicle Stab:HCB-F+5(in combo) ENDERS: QCF+1 QCF+3 QCB+3 QCF+6 5th:QCF+4 COMBO 1:Jump 6 D+6 QCF+6 QCF+6 COMBO 2:Jump 3 QCF+2 1 QCF+3 QCF+6 SABRE WULF: Super Howl:B-F+1 Claw Roll:B-F+2(2 hits) Body Lunge:B-F+3 (3) to delay Claw Upper:D+3(on jumping opponent) Fake Howl:B-F+4 Claw Spin:B-F+5(2 hits) Sabre Flip:B-F+6(pop-up) Quick hop forward:F-F Quick hop back:B-B *all can be done as F-B+x as well TRANSITIONS: Hop forward F-F to: double claw roll or spin:B+2/5(4 hits!) Lunge delay B-F+(3) to: cancel:2 Combobreaker:B-F+x T.breaker:B+3 Recovery:B-F+6 Pressure:F+6 Dizzy:B-F+6 Special:B-F+5 Air Juggle:B-F+3 Air Double:F-B+1/2/3 SUPER: Loopy Kick:HCB-F+6(5 hits) Flaming Bat:HCB-F+3 Static Dizzy:(in air)HCB+3 Pizza Cutter:HCB-F+2 Spinning Doom:HCB-F+5 ULTRA:B-F+4 BONUS/ULTRABREAKER:HCB-F+6 FIRST ROUND:F-B+4 Ultimate Bat Attack:(1) for 5 seconds Ultimate Shock Therapy:(6)(release in combo) ENDERS: B-F+1 B-F+3 B-F+5 B-F+6 5th:B-F+4 COMBO1:F-F-B+2 4 B-F+2 4 B+6-F+6 B-F+3 COMBO2:Jump 6 F-B+2 4 B-F+6 TUSK: Backstab:HCB+1(near) Web of Death:HCB+3 Double Web:HCB+3-F+3 Conqueror:FDF 1/2/3 Uppercut:D+3(pop-up) High/Low:F+3(2 hits) Skull Splitter:HCF+6(t.breaker) Fake Splitter:HCF+4 Boot Kick:HCB+4/5/6 Combobreaker:FDF+x T.breaker:B+3 Recovery:FDF+1/2/3 Throw:F+6(B+6 to reverse) Dizzy:FDF 1 Special:HCB+3 Air Juggles:FDF 1 / HCB+3 / HCF+6 Air Double:HCB+4/5/6 SUPER: Destroyer:QCB-HCF+3(5 hits) Fire Wave:HCF-B+4(6 hits) *can also be done in air Somersault kick:HCF-B+6(4 hits) Circles of doom:HCF-B+3 Kick krazy:HCB-F+6 ULTRA:HCB+2 BONUS/ULTRABREAKER:QCB-HCF+3 FIRST ROUND:HCF+2 Ultimate Firestorm:QCF-QCF+2 Ultimate Dino Chomp:FDF 5(in combo) ENDERS: HCB+1 FDF 3 HCB+6 HCF+6 5th:FDF 1 COMBO1:HCF+6 2 D+3 HCB+3 HCF+6(double juggle!) COMBO2:D+6 HCB+3 2 HCB+3 2 FDF 3 JAGO: Fireball:QCF+1/2/3 Uppercut:FDF 1/2/3(pop-up) Sword:HCB+2 Double Sword:HCB+3(2 hits) Uppercut:D+3(on jumping opponent) Palm Strike combo:3-2 or 6-2(3 hits) Flying kick:HCB+4/5/6 Double hit kick:HCB+6-B-F+6(2 hits) Ninja Slide:HCF+4/5/6 Fake Fireball:QCF+4 TRANSITION: Uppercut FDF 1/2/3 to: Flying kick:HCB+4/5/6 Combobreaker:FDF+x T.breaker:B+3 Recovery:FDF 1/2/3 Throw:F+3(B+3 to reverse) Pressure:F+6 Dizzy:FDF 1 Special:HCB+5 Air Juggle:HCF+6 Air Double:HCB+4/5/6 SUPER: Roman Candle:QCB-HCF+3(5 hits) Turbo flying kick:HCB-F+5 White fireball:HCB+1 Turbo kicks:HCB-F+5 Slider:HCF-B+6 ULTRA:HCB+4 BONUS/ULTRABREAKER:QCB-HCF+3 FIRST ROUND:HCF+4 Ultimate Dragon Fireball:HCB-F+2 Ultimate Ghost Blade:FDF 6(in combo) ENDERS: FDF 3 QCF+3 HCB+3 HCB+6 5th:FDF 2 COMBO1:Jump 3 3 HCB+3 FDF 3 COMBO2:HCB+4 3 HCB+4 3 F+3 jump 6 HCB+5 F+6 KIM WU: Fire flower:QCF+1 Floating fireball:QCF+2/3 Air fireball:(in air):QCF+1/2/3 Downward fireball:(in air):QCB+1/2/3 Firecracker:HCB+2 Double firecracker:HCB+3(2 hits) Slide kick:HCB+4/5 Tornado kick:HCB+6(2 hits) Upper kick:HCF+5(pop-up) Split kick:HCF+6(t.breaker) Roll behind:F-F Combobreaker:FDF+x T.breaker:B+6 Recovery:FDF 1/2/3 Throw:F+3(B+3 to reverse) Pressure:F+6 Dizzy:HCB+2 Special:HCB+5 Air Juggle:HCF+6 Air Double:QCF+1/2/3 SUPER: Flaming Dragon:QCB-HCF+3(5 hits) Shadow kick:HCB-F+6 Air blast:(in air):HCF-B+2(5 hits) Cyclone kicks:HCB-F+6 Whip Lash:HCB-F+3 ULTRA:HCF+4 BONUS/ULTRABREAKER:QCB-HCF+3 FIRST ROUND:HCB+4 Ultimate Ribcrusher:B-F-HCF+5 Ultimate Fire Star:HCF-B+4(in combo) COMBO1:Jump 6 F+6 F+3 F+6 COMBO2:HCB+6 5 6 5 HCB+6(HARD!) ORCHID: Tonfa Fire:QCF+1/2/3 Ichi:HCB+2 Ichi-Ni:HCB+2-F+2(2 hits) Ichi-Ni-San:HCB+2-F+2-B+2(3 hits) San:HCB+3 Uppercut:D+3(on jumping opponent) Flik Flak:HCB+4/5/6(2 hits) Slide:HCF+4/5/6 Air Buster:FDF 4/5/6 Fake fire:QCF+4 Double sweep:D+6(2 hits) Combobreaker:FDF+x T.breaker:B+3 Recovery:FDF 4/5/6 Throw:F+3(B+3 to reverse) Pressure:F+6 Dizzy:FDF 4 Special:HCB+2 Air Juggle:HCF+6 Air Triple:HCB+4/5/6 SUPER: Gravity Kicks:QCB-HCF+6(5 hits) Neon Tiger:HCB-F+5(2 hits) Tiger assault:HCB-F+5 Baton battering:HCF-B+3 ULTRA:HCB+1/4 BONUS/ULTRABREAKER:QCB-HCT+6 FIRST ROUND:HCF+3/4 Ultimate Shocker:BDB 5 Ultimate Tiger Kill:HCB-F+3(NEW!)(in combo) ENDERS: HCB+3 HCB+6 HCF+6 FDF 6 5th:QCT 1 COMBO1:HCB+4 3 HCB+4 3 6 HCB+6 HCF+6 COMBO2:HCB+2 F+2 B+2 HCF+6 FULGORE: Laser Storm:QCF+1/2/3 Fake storm:QCB+1 Uppercut:FDF 1/2/3(pop-up) Eye Beam near:HCB+2 Eye Beam far:HCB+3 Slide punch:D+3 Force field:HCB+4 (4) to maintain Blade Dash:HCF+5/6 or (B)-F+5/6 Teleport:BDB 1/2/3/4/5/6(button determines place) TRANSITION: Uppercut FDF 1/2/3 to: Air eye beam:HCB+3 Combobreaker:FDF+x T.breaker:B+6(2 hits) Recovery:FDF 1/2/3 Pressure:B+3 Dizzy:FDF 1 Special:HCF+5 Air Juggle:HCB+3 Air Double:FDF+1/2/3 SUPER: Rocket Uppercut:QCB-HCT+3(5 hits) Target Lock-on:HCF+4 Triple laser storm:HCF+1(after lock-on) Inviso:HCB+6(HCB+6 again to cancel) Air eye beam:(in air):HCB+3 Chest Rays:HCB-F+4 Slashing good time:HCF-B+6 ULTRA:FDF 4 BONUS/ULTRABREAKER:QCB-HCF+3 FIRST ROUND:FDF 1 Ultimate Death Ray:HCF-B+2 Ultimate Robo Morph:F-HCF+5(in combo) ENDERS: QCF+2 FDF 3 HCB+3 HCF+6 5th:FDF 1 COMBO1:Jump 3 D+3 QCF+3 COMBO2:HCF+6 5 FDF 3 HCB+3 GARGOS: To play as Gargos, wait until the bio screen appears, and tap these buttons: Z A R Z A B(listen for a laugh) (code confirmed by PJPierce) Fire Breath:QCF+1(4 hits) Running Uppercut:FDF 3(pop-up) Flight:(in air),up+3 Gesture:HCB+3 (3) to maintain(reflects fireballs) Air Fireball:(in air)QCF+1/2/3 Shoulder Slide:HCB+5/6 Leapfrog Attack:HCF+6(t.breaker) *Can also be done in air Air punch:Jump 1/2/3/4/5/6(same with all buttons) Uppercut:D+3(on jumping opponent) Low Blow:D+6 *These are the only croching attacks he has! TRANSITIONS: During flight to: Air Fireball:QCF+1/2/3 Land:6 Combobreaker:FDF+x T.breaker:B+3 Recovery:FDF 3 Throw:F+3(B+3 to reverse) Pressure:F+6 Air Juggle:HCF+6 ENDERS: FDF 3 COMBO1:F+6 QCF+1 COMBO2:HCF+6 5 FDF 3 HCF+6 The following moves cannot be done on Gargos: Throw Stage Kill Ultimate Doing Spinal's morphing first round Ultra just does Gargos' ending, which proves Gargos dosen't have an Ultra combo. Gargos can be used in Arcade Mode only. Extra Color cheat: At bio screen: enter Z A B Z A L and listen for "welcome". You will have access to every fighters' gold,white.and shadow costume colors! Credits: PJPierce: sent me Gargos code Robert Knechtle:sent me extra color code Where you can find this FAQ: ICEOUT's GOLD Page: http://pages.prodigy.com/ycjy54c/gold.txt Ultimate Legality(pic of Fulgore holding up sign.) Killer Instinct and all associations (c)1994-96 Nintendo Nintendo 64 (c) Nintendo "ULTIMATE COMBO..."