Post by AREZ God of War on Jan 15, 2010 20:16:30 GMT -5
I have created a thread for KILLER INSTINCT and I am going to begin it w/ my strategy guide that got deleted from MKU. I will not be re-doing on MKU, so we are now going to focus on KI again, mainly KI2/Gold due to popular demand. This thread will be frequently updated, but not bumped often, so for the people interested in this guide, keep checking this 1st post periodically for more information. Special Thanks to Tom Brady and MKK Hanzo for helping compile all the information for this guide added to mine.
TUSK:
SPECIAL MOVES:
Web of Death: d/f, d, d/b + FP
Boot Kick: d/f,d,d/b + any Kick
Skull Splitter: d/b,d,d/f + FK
Conqueror: f,d,d/f + any Punch
Backstab: f,f/d,d,d/b,b + QP (must be standing next to and in front of opponent)
Fake Skull Splitter: d,d/f,f + QK
SUPER MOVES:
Pillar of Flames: d/b,d,d/f,b + QK
Super Conqueror: d,d/b,b,d/b,d,d/f,f + FP
Jungle Tumble: d/b,d,d/f,b + FK
SUPER-LINKERS:
Super Boot Kick: d/f,d,d/b,f + FK
Super Web of Death: d,d/f,f,b + FP
COMBO FINISHERS:
Conqueror: f,d,d/f + FP
Boot Kick: d/f,d,d/b + FK
Skull Splitter: d/b,d,d/f + FK
Backstab: f,d/f,d,d/b,b + QP
5th Finisher: f,d,d/f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
MANUAL/AUTO COMBOS:
1.)Jungle Tumble (d/b,d,d/f,b + FK), MP/MK, Backstab (f,d/f,d,d/b,b + QP) .....Auto-finisher
2.)Jump in with a FK, MP/MK, Super Web of Death (d,d/f,f,b + FP), Finisher (Backstab makes this combo a 12-hit Killer Combo).....Manual
3.)Jump in with a FK, MP/MK, Boot Kick (d/f,d,d/b + FK)......Auto-finisher
4.)Jump in with a FP, MP/MK, Web of Death (d/f,d,d/b + FP), MP/MK, Backstab (f,d/f,d,d/b,b + QP)....Auto-finisher
5.)Skull Splitter (d/b,d,d/f + FK), MP/MK, Boot Kick (d/f,d,d/b + FK).....Auto-finisher
6.)FK, MP, Conqueror (f,d,d/f + FP).....manual
7.)Boot Kick (d/f,d,d/b + FK), MP/MK, Boot Kick (d/f,d,d/b + MK), QP/QK, Boot Kick (d/f,d,d/b + FK)
TUSK vs. TUSK COUNTERS:
By doing any of the following counters mentioned, if timed properly, your counter will prioritize over the mirroring opponent's attack.
Skull Splitter (d/b,d,d/f + FK) counters Web of Death (d/f,d,d/b + FP)
Boot Kick (d/f,d,d/b + any Kick) counters Skull Splitter (d/b,d,d/f + FK)
Web of Death (d/f,d,d/b + FP) counters Boot Kick (d/f,d,d/b + any Kick)
Unbreakable Combos:
1. d6, conqueror
2. d6, qcb hcf3
3. d6, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
4. d6, hcdb5 or hcdf3(f3), hcb f6 or hcf b3, combo ender or qcb hcf3
5. any opener, conqueror
6. any opener, qcb hcf3
7. any opener, hcb f6 or hcf b3, combo ender or qcb hcf3
8. b3, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
9. b3, hcdb5 or hcdf3(f3), hcb f6 or hcf b3, combo ender or qcb hcf3
10. drop in attack, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
Combo Opener Counter Chart:
|Web of Death |Skull Splitter |Boot Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter), 32, qcdb3, 2, 32, hcf b3, 2, 32, hcf b3, 2, 32, hcf b3, 65, hcf b3, 65, hcb2(ultra), qcb hcf3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 32, qcdb3, 2, 32, hcf b3, 2, 32, hcf b3, 2, 32, hcf b3, 65, hcf b3, 65, hcb2(ultra), qcb hcf3(super), qcf6, qcf6, qcf6, qcf6, qcf6
How Tusk Works:
The Back Stab opener only comes out in close range. Tusk goes to the back of the opponent and they must guard this move toward their back side so its kind of like a ground cross up. at lower to mid levels of play this move works great for tricking players. the redeeming factor this move has at higher levels is that, if timed right, it will go through your opponents attacks at hit them and this includes going through recovery moves.
His Web of Death opener does great guard damage when you use the double web by hitting f3 after the web (vs a guarding opponent this moves also builds meter very well). on hit this opener does some great damage just for its initial 2 hits so you end up getting good damage even at the very start of the combo.
The Boot Kick covers very good range when done with 5 and 6. in fact, if done with 6 it travels a full screen. the down side to doing this move with 6 is that it leaves tusk pretty vunerable if it gets blocked, and you cant use it off of normal attacks or an overhead because it will knock down. boot kick with 4 or 5 wont knock down after normal attacks, both come out faster, and both have better recovery on block.
Having an overhead opener always helps in KI2 and thats where the Skull Splitter comes in. its an opener that hits crouch blocking opponents, covers some ok range, and goes through projectiles.
The Super Skull Splitter super opener acts like the skull splitter only it hits 4 times and does more damage.
In case you didnt notice, most characters have some kind of a fake out move and here is the Fake Skull Splitter. it tries to sells the skull splitter well but like the other fakes in KI2 this wont fool an elite player.
For anti-air Tusk has the Conqueror. because of the length of his sword this move has good range. its like a street fighter uppercut with almost better then sweep range.
His f3 pressure move is a double sword strike with the last hit being a low strike and so it must be guarded low. if the first hit lands the second sweeping hit is guaranteed. the downside to this move is that if it hits you dont get a free combo opener/ combo ender/ super. on block you can still link in moves like his double web for gaining super meter.
Tusk's normal attack d6 is a low with really good range and it goes under projectiles.
JAGO:
SPECIAL MOVES:
Laser Blade: d/f,d,d/b + FP/MP
Wind Kick: d/f,d,d/b + any Kick
Ninja Slide: d/b,d,d/f + any Kick
Endokuken: d,d/f,f + any Punch
Tiger Fury: f,d,d/f + any Punch
Fire Endokuken: d,d/f,f + Release FP
Fake Endokuken: d,d/f,f + QK
SUPER MOVES:
Super Tiger Fury: d,d/b,b,d/b,d,d/f,f + FP
Super Endokuken: f,d/f,d,d/b,b + QP
Super Wind Kick: d/f,d,d/b,f + MK
SUPER-LINKERS:
Super Ninja Slide: d/b,d,d/f,b + FK
Super Wind Kick: d/f,d,d/b,f + MK
COMBO FINISHERS:
Tiger Fury: f,d,d/f + FP
Endokuken: d,d/f,f + FP
Laser Blade: d/f,d,d/b + FP
Wind Kick: d/f,d,d/b + FK
5th Finisher: f,d,d/f + MP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
MANUAL/AUTO COMBOS:
1.)Jump in FP,MK, Tiger Fury (f,d,d/f + FP)......Auto-finisher
2.)Jump in MK,QK, Endokuken (d,d/f,f + FP)......Auto-finisher
3.)Ninja Slide (d/b,d,d/f + FK),MP/MK, Laser Blade (d/f,d,d/b + FP)......Auto-finisher
4.)Laser Blade (d/f,d,d/b + MP),QP/QK, Tiger Fury (f,d,d/f + FP)......Auto-finisher
5.)Wind Kick (d/f,d,d/b + FK),MP/MK, Laser Blade (d/f,d,d/b + MP),QP/QK, Wind Kick (d/f,d,d/b + FK)......Manual
JAGO vs. JAGO COUNTERS:
By doing any of the following counters mentioned, if timed properly, your counter will prioritize over the mirroring opponent's attack.
Ninja Slide (d/b,d,d/f + FK) counters Laser Blade (d/f,d,d/b + MP/FP)
Wind Kick (d/f,d,d/b + FK) counters Ninja Slide (d/b,d,d/f + FK)
Laser Blade (d/b,d,d/f + FK) counters Wind Kick (d/f,d,d/b + FK)
Unbreakable Combos:
1. drop in attack, qcb hcf3
2. drop in attack, qcdb3/ qcdb5/ or hcb f5, combo ender or qcb hcf3
3. qcdb3, combo ender or qcb hcf3
4. any opener, hcb f5 or hcf b6, combo ender or qcb hcf3
5. any opener, shindouken
6. f6, combo ender or qcb hcf3
7. f6, hcb f5 or hcf b6, combo ender or qcb hcf3
8. f6, hcdb 5/ hcdb2/ or hcdf5, combo ender or qcb hcf3
9. f6, hcdb 5/ hcdb2/ or hcdf5, hcb f5 or hcf b6, combo ender or qcb hcf3
10. d2, shindouken or qcb hcf3
11. d2 or d5, hcdb3/ hcdf5/ or hcdb5, combo ender or qcb hcf3
12. d2 or d5, hcb f5, combo ender or qcb hcf3
Combo Opener Counter Chart:
|Laser Blade |Ninja Slide |Windkick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
78 Hit Ultra -
b1(counter), hcdb5, 1, 32, 2, hcf b6, 2, 32, 2, qcb f5, 4, 32, 2, hcf b6, 32, 2, hcb f5, 32, 2, hcdb4(ultra), qcb hcf 3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
start any combo then go into the ultra then wait until the ultra ends and tap 4 repeatedly as fast as you can
How Jago Works:
Jago is MUCH improveded from KI1.....
The Ninja Slide has got decent range and must be blocked low, it also goes under projectiles. using the slide with 5 instead of 6 means that it has less range but it comes out faster and recovers faster.
The Windkick should only be used after a d5 normal attack hit, as a linker, or to counter another opener. do not just throw the windkick on the screen and pray hits for any random reason. when d5 hits use windkick with 5.
The laser blade opener works best when used to counter hit another opener or after a normal attack so you can link it in. you must be very close to your opponent to link this in after a normal attack.
Pressure move to laser opener on block builds meter fast.
Jago has a good anti-air with his shindouken and floating jump attack 3 and 6.
The Endouken is his projectile. if you throw a red endouken and it hits then your opponent gets drained of their super meter. the punch you use determines the speed of the endouken(1= slow, 2= medium, 3= fast). the red endouken can also be used inside of combos.
The Fake Endouken to shindouken cancel can be used to bait players waiting for you to throw a projectile so they can jump over it for a drop in attack combo. again, this is trash at higher levels.
The Spirit move is a MUST. activate it the second you get a chance. it takes about 1/6 of your life bar but after your second life bar is gone and you should be dead jago comes back to life with that 1/6 of life. when this happens jago takes less damage then normal but inflicts more damage then normal. you cannot come back to life if you lose by an ultra or no mercy/ultimate.
Jago's best normal attack is d5. land it, combo off it.
FULGORE:
SPECIAL MOVES:
Cyber Dash: d/b,d,d/f + FK/MK
Eye Laser: d/f,d,d/b + FP/MP
Laser Storm: d,d/f,f + any Punch
Plasma Slice: f,d,d/f + any Punch
Electro-Flect: d,d/b,b + QK
Fake Laser Storm: d,d/b,b + QP
SUPER MOVES:
Lock-On: b,d/b,d,d/f,f + QK
Triple Laser Storm: b,d/b,d,d/f,f + QP (after a lock on)
Plasma-Port: b,d,d/b + any Kick
Inviso: f,d/f,b,d/b,b + FK
Super Plasma Slice: d,d/b,b,d/b,d,d/f,f + FP
Air Eye Laser: d/f,d,d/b + FP (while in the air)
SUPER-LINKERS:
Super Cyber Dash: d/b,d,d/f, b + FK
Super Electro-Flect: d/f,d,d/b,f + QK
COMBO FINISHERS:
Plasma Slice: f,d,d/f + FP
Laser Storm: d,d/f,f + MP
Cyber Dash: d/b,d,d/f + FK
Eye Laser: d/f,d,d/b + FP
5th Finisher: f,d,d/f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
Unbreakable Combos:
1. d3, qcb hcf3
2. drop in attack, qcb hcf3
3. drop in attack, hcf5 or 6/qcb2 or 3, combo ender or qcb hcf3
4. d3, hcf 5 or 6, combo ender or qcb hcf3
5. b3, hcf5 or 6, combo ender or qcb hcf3
6. b3, hcf b6, combo ender or qcb hcf3
7. b6, hcf5, combo ender or qcb hcf 3
8. d3, plasma uppercut
9. any opener besides plasma shield, plasma uppercut
Combo Opener Counter Chart:
| Plasma Shield | Eye Laser | Cyber dash
--------------------------------------------------------------
Fulgore | Cyber Dash | Plasma Shield | Eye Laser
TJ Combo | TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
* note: Fulgore can counter hit TJ Combo's rollercoaster and spinfist with the cyber dash. *
Biggest and Most Flashy Ultras:
68 Hit Ultra -
d3, hcf5, 4, 65, hcb f4, b3, hcf b6, 2, hcb f4, b3, hcf b6, 5, f,d,d/f4(ultra), qcb hcf3(super)
80 Hit Ultra -
d3, qcf5, 4, hcb f4, 6, hcf b6, b3, hcb f4, b3, hcf b6, f,d,d/f4(ultra), qcb hcf 3(super), cancel super with ultra during the teleport, repeat
How Fulgore Works:
Fulgore only really has 2 openers because you cant start a combo with the plasma shield.
The cyber dash is his best and main opener. this opener is much improved from KI1 because its no longer a charge move. at close to sweep range use cyber dash with 5 because the move comes out faster and gives fulgore better recovery. if you are using a ranged normal attack from a distance then use cyber dash 6 to cover the ground needed to start a combo.
The Eye Laser is best used as a linker or counter other openers that beat the cyber dash.
The Plasma Shield is basically useless except for reflecting projectiles or the occasional counter to an opener.
The Air Eye Laser must be blocked low. this is an ok attack at best, at higher levels it not too much trouble to see and block/jump out of.
At closer ranges using the Fake Laser then plasma uppercut cancel can catch opponents trying to jump over the laser and start a drop in combo. this trick is MAYBE useful at low to lower mid levels of play.
For anti-air fulgore has his plasma uppercut. anytime the opponent leaves the ground toward you, you can uppercut them out of the air. since the uppercut is a special attack it has priority over their normal jumping attacks. another way to anti-air is to float jump attack with 5 or 6 by jumping forward or backward.
Fulgore's projectile is his Laser. his standard projectile is a single laser and the punch you use determines the speed of the move(1= slow, 2= medium, and 3= fast). after preforming his lock on move he can laser in 3's rather then a single projectile.
Using his pressure move(b3) the cyber dash is ok for building super meter but lets just sat that its not the all that great.
The Teleport is semi-ok at best for trying to trick the opponent into blocking the wrong way or having them trying to guess where you will teleport to and attack but guess wrong. to obtain maximum success you must cancel the teleport animation with a cyber dash QUICKLY, especially if you want to confuse your opponent on which way to block. like his fake laser trick, this is ONLY a trick and is totally useless at higher levels of play.
Fulgore's normal attack d3 is an improvement over all of his normals in KI1. its a low poke that covers good range and is very easy to link in an opener off of and isnt super slow like his KI1 normals were, BUT, its not all that fast either.
When using his b6 overhead use cyber dash 5 to start the combo. sadly Fulgore's overhead is just as trash in KI2 as it was in KI
KIM WU:
SPECIAL MOVES:
Fire Cracker: d/f,d,d/b + FP/MP
Tornado Kick: d/f,d,d/b + any Kick
Split Kick: d/b,d,d/f + FK
Fire Flower: d,d/f,f + QP
Air Fire: d,d/f,f + FP/MP
Air Torpedo: b,d/b,b + any Punch (while in the air)
Fake Split Kick: d/b,d,d/f + MK
SUPER MOVES:
Snap Dragon: d,d/b,b,d/b,d,d/f,f + FP
Super Tornado: d/f,d,d/b,f + FK
Super Air Torpedo: d,d/f,f,b + MP
SUPER-LINKERS:
Super Fire Cracker: d/f,d,d/b,f + FP
Super Tornado: d/f,d,d/b,f + FK
COMBO FINISHERS:
Tornado Kick: d/f,d,d/b + FK
Fire Flower: d,d/f,f + QP
Split Kick: d/b,d,d/f + FK
Fire Cracker: d/f,d,d/b + FP
5th Finisher: d/b,d,d/f + MK
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
ORCHID:
SPECIAL MOVES:
Flik Flak: d/f,d,d/b + any Kick
Tonfa Fire: d,d/f,f + any Punch
San: d/f,d,d/b + FP
Air Buster: f,d,d/f + any Kick
Tiger Slide: d/b,d,d/f + any Kick
Ichi Ni San: d/f,d,d/b + MP
Fake Tonfa Fire: d,d/f,f + QK
SUPER MOVES:
Super Flak: d,d/b,b,d/b,d,d/f,f + FK
Fire Cat: d/f,d,d/b,f + MK
SUPER-LINKERS:
Super Ichi: d/b,d,d/f,b + FP
Fire Cat: d/f,d,d/b,f + MK
COMBO FINISHERS:
Air Buster: f,d,d/f + FK
San: d/f,d,d/b + FP
Tiger Slide: d/b,d,d/f + QK
Flik Flak: d/f,d,d/b + FK
5th Finisher: d,d/f,f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f any Punch/Kick
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Unbreakable Combos:
1. f6, combo ender or qcb hcf6
2. f6, hcdb5, combo ender or qcb hcf6
3. f6, hcb f5 or hcf b3, combo ender or qcb hcf6
4. f6, hcdb5, hcb f5 or hcf b3, combo ender or qcb hcf6
5. any opener, qcb hcf6
6. any opener, hcb f5 or hcf b3, combo ender or qcb hcf6
7. any opener, airbuster
8. d2, airbuster
9. d2, qcb hcf6
10. d2, hcdb4, hcb f5 or hcf b3, combo ender or qcb hcf6
11. drop in attack, hcb f5 or hcf b3, combo ender or qcb hcf6
12. b3, qcb hcf6
13. b3, hcdb5, combo ender or qcb hcf6
14, b3, hcdb5, hcb f5 or hcf b3, combo ender or qcb hcf6
Combo Opener Counter Chart:
San |Tiger Slide |Flik Flak
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), f6, qcdb2 then hold db and press 2 repeatedly for her double counter move, 1, 32, hcf b3, 2, 32, hcb f5, 1, 32, hcf b3, f6, hcb f5, f6, qcb1(ultra), qcb hcf 6(super)
78 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), f6, qcdb2 then hold db and press 2 repeatedly for her double counter opener, 1, 32, hcf b3, 2, 32, hcb f5, 1, 32, hcf b3, f6, hcb f5, f6, qcb1(ultra), qcb hcf 6(super), wait until orchid lands then qcdf6
How Orchid Works:
The Flik Flak is good for a few reasons:
1. its a 2 hit opener so its very easy to hit confirm.
2. has decent range to it.
3. it builds super meter well when it gets blocked especially when its done after her f6 pressure move.
remember that while flik flak 6 has more range, using the flik flak with 4 and 5 gives it better recovery and it comes out faster as well.
The Tiger Slide is a low opener so it must be low blocked, its fast and has great range if done with 5 or 6 and it also goes under projectiles. same deal as the flik flak here, using the slide with 6 has more range but doing it with 4 or 5 has it come out faster and with less recovery.
Her Super Firecat can also act as a super opener and it goes under projectiles. although it may look like it hits low it doesent.
The San opener has got ok range and has average speed. it also has a BIG window to follow up with an autodouble, manuel double, super, etc. the downside to it is if you do a breakable combo that your opponent has just as big of a window to combo break you =( . this move should mainly be used as a linker or to counter another opener.
Her Fierce San kind of tries to replace her spinning uppercut found in KI1 and does a horrible job of doing so. its got ok range and is pretty fast. the best ways to stop it are:
1. block it.
2. try to jump over it/ try to out space it and have it wiff.
3. try to beat it out with your correct opener which opens the door for orchid to guess that you will counter with that specific opener and she can counter with her specific opener that beats yours. confused? heres an example.... say you are vs jago and the player believes you will continue whoring out fierce san to they decide to counter with their opener that beats san, which in jago's case is the ninja slide. you guess that their reaction will be to counter the san with an opener so this time instead of san you use her flik flak which will counter the ninja slide.
Orchid's b3 overhead has got some good range mainly because she moves forward when she does it. use it vs players trying to crouch block your slide opener or random low normal attacks.
The Tonfa Fire is her projectile. the punch you use determines the speed of her tonfa fire(1= slow, 2= medium, and 3= fast). if the opponent is in jump in or anti-projectile move range you can try to bait them with her fake tonfa fire into airbuster cancel which of coarse will not work at higher levels but its ok for a scrub buster.
For anti-air orchid has her airbuster. she can also use floating jump attack 6 forward or backwards.
KIM WU:
SPECIAL MOVES:
Fire Cracker: d/f,d,d/b + FP/MP
Tornado Kick: d/f,d,d/b + any Kick
Split Kick: d/b,d,d/f + FK
Fire Flower: d,d/f,f + QP
Air Fire: d,d/f,f + FP/MP
Air Torpedo: b,d/b,b + any Punch (while in the air)
Fake Split Kick: d/b,d,d/f + MK
SUPER MOVES:
Snap Dragon: d,d/b,b,d/b,d,d/f,f + FP
Super Tornado: d/f,d,d/b,f + FK
Super Air Torpedo: d,d/f,f,b + MP
SUPER-LINKERS:
Super Fire Cracker: d/f,d,d/b,f + FP
Super Tornado: d/f,d,d/b,f + FK
COMBO FINISHERS:
Tornado Kick: d/f,d,d/b + FK
Fire Flower: d,d/f,f + QP
Split Kick: d/b,d,d/f + FK
Fire Cracker: d/f,d,d/b + FP
5th Finisher: d/b,d,d/f + MK
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
Unbreakable Combos:
1. any opener, qcb hcf3
2. hcdb3 or hcdb6. combo ender or qcb hcf3
3. hcdb2/3 or hcdb any kick, hcb f3 or hcb f6, combo ender or qcb hcf3
4. d2 or d3 or d5, qcb hcf3
5. d2 or d3 or d5, hcdb3 or hcdb6, combo ender or qcb hcf3
6. d2 or d3 or d5, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
7. f6, combo ender or qcb hcf3
8. f6. hcdb3 or hcdb6, combo ender or qcb hcf3
9. f6, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
10. b3, qcb hcf3
11. b3, hcdb3 or hcdb6, combo ender or qcb hcf3
12. b3, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
13. drop in attack, hcdb3 or hcdb6, combo ender or qcb hcf3
Combo Opener Counter Chart:
|Firecracker |Split Kick |Tornado Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 6, qcdb5 then hold db and press 5 repeatedly for her double counter opener, 1, 32, hcb f3, 5, 32, hcb f6, 5, 32, hcb f3, f6, hcb f6, f6, qct4(ultra), qcb hcf3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 6, qcdb5 then hold db and press 5 repeatedly for her double counter opener, 1, 32, hcb f3, 5, 32, hcb f6, 5, 32, hcb f3, f6, hcb f6, f6, qct4(ultra), qcb hcf3(super), hcf6, hcf6, hcf6, hcf6, hcf6
How Kim Wu Works:
Just to get this out of the way... the Super Tornado Kick is totally worthless if used as a super opener because it only hits once and not 5 times.
The Firecracker opener with 3 does ok damage just as an opener and builds good super meter on block. because firecracker with 3 is a 2 hit opener it makes it easier to hit confirm. firecracker with 2 is a little faster but is only a 1 hit opener and doesnt hurt as much or gain as much meter on block.
The Tornado Kick with 6 has the same deal as the firecracker only this move has better range. it does ok damage as an opener an builds good meter on block(not as much as the firecracker) and because its a 2 hit opener its easier to hit confirm. tornado kick with 4 or 5 is a little faster then tornado kick with 6 and has a little better recovery but its doesnt do as much damage, cover as much distance, or hit twice.
Her Split Kick opener is an overhead opener so it will hit opponents that are crouch blocking, the range on it isnt too bad either.
Pressure move to Firecracker with 3 builds great meter on block. pressure move to tornado kick with 6 also bulids great meter but not as much as the firecracker.
Kim Wu's Roll Through is very fast. the roll through will also go through attacks, including recovery moves, giving her easy openers. she can also use this move to escape from corners.
The many versions of the Fire Flower is her projectile. for starters we have fire flower1... this move is not really a projectile because its range of effectiveness is from up close to just inside sweep range. on block its totally safe and does ok chip damage on block. fire flower with 2 or 3 causes Kim Wu to slightly jump and throw a fireball. this projectile is just the right height to hit opponents both in standing guard or out of a mis-timed jump. her in air fire flower is pretty fast and by varying the heights of the projectile you keep the opponent guessing while they try to get in. throwing a jumping fire flower then a mid air fire flower or vice versa is great especially while jumping back or if you are a decent distance from your opponent.
The Downward Fire Flower and even the Super Downward Fireflower come out just too slow to be really effective at higher levels of play.
For anti-air i use her Split Heel Kick. it can be tricky at first but if timed right it will anti-air. alternatives for anti-air are floating jump attack 2. 5, or 6 while jumping forward or backward.
GLACIUS:
SPECIAL MOVES:
Arctic Blast: d,d/b,b + any Punch
Cold Shoulder: d,d/f,f + MP
Ice Lance: d,d/f,f + FP
Icy Grip: d,d/f,f + QP
Liquidize: d,d/f,f + QK
Liquidize & Uppercut: d,d/f,f + FK/MK
SUPER MOVES:
Super Arctic Blast: d,d/b,b,f + FP
Arctic Slam: d/b,d,d/f,b + QP
Super Liquidize & Uppercut: f,d/f,d,d/b,b + FK
SUPER-LINKERS:
Super Cold Shoulder: d/b,d,d/f,b + MP
Super Uppercut: d/b,d,d/f,b + FK
COMBO FINISHERS:
Liquidize & Uppercut: d,d/f,f + FK
Icy Grip: d,d/f,f + QP
Arctic Blast: d,d/b,b + FP
Ice Lance: d,d/f,f + FP
5th Finisher: d,d/f,f + QK
COMBO BREAKER:
Combo Breaker: d,d/f,f + any Punch/Kick
Unbreakable Combos:
1. d6, hcf b1
2. d6, qcf2 or qcf5, combo ender or hcf b1
3. d6, hcf b2 or hcf b6, combo ender or qcf b1
4. d2 or d5, qcf2 or 1qcf5, combo ender or hcf b1
5. d2 or d5, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
6. any opener, hcf b1
7. qcf1, qcf2, combo ender or hcf b1
8. qcf1, qcf2, hcf b2 or hcf b6, combo ender or hcf b1
9. qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
10. f6, combo ender or hcf b1
11. f6, qcf2 or qcf5, combo ender or hcf b1
12. f6, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
13. b3, hcf b1
14. b3, qcf2 or qcf5, combo ender or hcf b1
15. b3, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
16. drop in attack, qcf2, combo ender or hcf b1
Combo Opener Counter Chart:
|Liquidize |Icy Grip |Cold shoulder
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter),f6, qcf 5, 1, 32, hcf b2, 4, 65, hcf b6, 2, 32, hcf b2, f6, hcf b6, f6, qcf4(ultra), hcf b1(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter),f6, qcf 5, 1, 32, hcf b2, 4, 65, hcf b6, 2, 32, hcf b2, f6, hcf b6, f6, qcf4(ultra), wait until the ultra ends then tap 4 repeatedly as fast as you can
How Glacius Works:
The Cold Shoulder is MUCH faster in KI2 then in KI1. not only is it faster but it covers more ground as well. its so fast that you can sometimes do 2 cold shoulders and catch players who respond late with a counter attack. vs players that are late in their response time after a blocked cold shoulder you can also do a low poke then link in an opener.
The Liquidize opener is one of the better openers, it go under projectiles and can also be done while in mid air.
The Icy Grip opener is ok to use from a range at times. it catches players trying to advance carelessly towards you, out of moves that are being wiffed, and lower priority normals. one of the downsides to the move is that you cannot use a normal attack to link it in.
The Energy Puddle can go under projectiles and has the same start up animation as liquidize only once Glacius goes to puddle form he stays a puddle and you stay in puddle form as long as you hold 4. to actually regain any energy you need to have some super bar blocks and the longer you hold the puddle the more your super bar gradually gets drained.
The Power Liquidize is no different from the liquidize opener except for the fact that the power liquidize knocks down and doesnt allow for a combo. this move can also be done while in mid air.
The Reverse Liquidize cannot be done in air but what it does is go behind the opponent and come up with the uppercut on the other side of them. this move does not combo and takes super blocks. at lower to lower mid levels of play you can mix this up with the liquidize opener but never at the highest level of play will this work. the reverse liquidize has a different startup animation and it makes a very distinct sound making it easy to spot.
The Ice Lance is MUCH faster in KI2 then it was in KI1 and it has better range as well. the ice lance can also anti-air.
The Artic Throw super does RIDICULOUS damage, nuff said....
The Artic Blast is his projectile and the speed on it varies based on what punch you use(1= slow, 2= medium, and 3 =fast). you can throw an artic blast then energy puddle, liquidize, or reverse liquidize.
Glacius's f6 pressure move has so many uses. to gain meter on block you can pressure move to the liquidize opener(major meter builder), the cold shoulder(which also gains meter), or ice lance. pressure move to cold shoulder opens up the cold shoulder tactic vs players with slow response time.
A few good low normal attacks are d6, d2, and d5
MAYA:
SPECIAL MOVES:
Mantis: b,f + FP
Savage Blades: b,f + MP
Flip Kick: b,f + MK
Cobra Bite: b,f + QP
Jungle Leap: b,f + FK
Savage Leap: b,f + QK
SUPER MOVES:
Super Jungle Leap: f,d/f,d,d/b,b,f + FK
Super Mantis: f,d/f,d,d/b,b,f + FP
SUPER-LINKERS:
Super Flip Kick: f,d/f,d,d/b,b,f + MK
Super Savage Blades: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Mantis: b,f + FP
Cobra Bite: b,f + QP
Jungle Leap: b,f + FK
Savage Leap: b,f + QK
5th Finisher: f,b + QP
COMBO BREAKER:
Combo Breaker: b,f + any Punch/Kick
Unbreakable Combos:
1. d3, hcb f6
2. d3, hcf2, combo ender or hcb f6
3. d3, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
4. any opener, hcb f2
5. savage blades/ flipkick/ or any jungle leap opener, hcb f2 or hcb f5, combo ender or hcb f6
6. f6, combo ender or hcb f6
7. f6, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
8. drop in attack, hcf2, combo ender or hcb f6
9. b3, hcf2, combo ender or hcb f6
10. b3, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
Combo Opener Counter Chart:
|Savage Blades| Mantis |Flip Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 3, hcf2 then hold f and press 2 repeatedly for her double counter opener, 1, 32, hcb f5, 4, 65, hcb f2, 1, 32, hcb f5, f6, hcb f2, f6, cB F6(ultra), hcb f6(super)
78 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 3, hcf2 then hold f and press 2 repeatedly for her double counter opener, 1, 32, hcb f5, 4, 65, hcb f2, 1, 32, hcb f5, f6, hcb f2, f6, cB F6(ultra), after the ultra is finished hcb f6(super)
How Maya Works:
Maya has what you would call an abundance of combo openers.
The Savage Blades opener is a 2 hit opener and does not require a charge and can also be done with a hcf motion. when blocked, it does decent chip good chip damage and is an excellent super meter builder.
Her Mantis opener and Super Mantis opener are overhead attacks so they will hit opponents who are crouch blocking. both openers also go through projectiles. the normal mantis opener does not require a charge and can also be done with a hcf motion.
The Flipkick opener isnt all that great as an opener because its got little range and her other openers are just flat out better. this move is mainly used as a linker or to counter another combo opener. this opener does not require a charge and can also be done with a hcf motion.
The Jungle Leap and Air Jungle Leap openers are great. from a distance the jungle leap with 6 will go full screen and is great for punishing projectiles. the jungle leap with 4 doesnt have that much range but its good from about sweep range to close range. the air jungle leap is great for jumping in or way from your opponent, then coming down with this opener. any mis-timed or wiffed attack by your opponent will eat this opener every time you do it. this opener also makes it hard to jump with maya in an attempt to follow her. if done from the right ranges the jungle leap with 4 and 6 have the ability to hit the opponent on their back side and become a cross up meaning they opponent must not block this move the opposite way they were facing. the jungle leap does not require a charge and can also be done with a hcf motion. the aire jungle leap does not require a charge and can also be done with a hcb motion.
Pressure Move to Savage Blades builds meter VERY fast when blocked.
For anti-air Maya has her Cobra Bite but this move can sometimes take to long to come out for some last second anti-air punishment. you may find her d6 normal attack a bit easier to anti-air with.
SABREWULF:
SPECIAL MOVES:
Sabre Flip: b,f + FK
Sabre Wheel: b,f + MP
Sabre Pounce: b,f + FP
Sabre Spin: b,f + MK
Sabre Howl: b,f + QP
Fake Sabre Howl: b,f + QK
SUPER MOVES:
Super Sabre Flip: f,d/f,d,d/b,b,f + FK
Sabre Fireball: f,d/f,d,d/b,b,f + FP
Sabre Stomp: f,d/f,d,d/b,b + FP [(while in the air) stuns opponent]
SUPER-LINKERS:
Super Sabre Wheel: f,d/f,d,d/b,b,f + MP
Super Sabre Spin: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Sabre Flip: b,f + FK
Sabre Pounce: b,f + FP
Sabre Spin: b,f + MK
5th Finisher: b,f + QK
COMBO BREAKER:
Combo Breaker: b,f + any Punch/Kick
Unbreakable Combos:
1. d6, hcb f6, ff, hcb f6
2. d6, fb5, combo ender or hcb f6 then ff hcb f6 again
3. d6, fb5, hcb f5, combo ender or hcb f6
4. any opener, hcb f6 then ff hcb f6 again
5. sabrespin or sabrewheel,combo ender or hcb f6 then ff hcb f6 again
6. sabrespin or sabrewheel, hcb f5, combo ender or hcb f6
7. f6, fb5, combo ender or hcb f6 then ff hcb f6 again
8. f6, fb5, hcb f5, combo ender or hcb f6
9. b3, fb5, combo ender or hcb f6 then ff hcb f6 again
10. b3, fb5, hcb f5, combo ender or hcb f6
11. drop in attack, fb5, combo ender or hcb f6 then ff(dash) hcb f6 again(requires full super meter)
Combo Opener Counter Chart:
|Sabrespin |Sabrepounce |Sabrewheel
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 2, bf5 then hold f and press 5 repeatedly for his double counter opener, 1, 32, hcb f2, 1, 32, hcb f2, 1, 32, hcb f2, f6, hcb f2, f6, cB F4(ultra), hcb f6(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter)bf5 then hold f and tap 5 repeatedly for his double counter opener, 1, 32, hcb f2, 1, 32, hcb f2, 1, 32, hcb f2, f6, hcb f2, f6, cB F4(ultra), hcb f6(super),cB F3, cB F3, cB F3, cB F3, cB F3
How Sabrewulf Works:
The Sabrespin is an awesome opener. it does great damage, doesnt require a charge, can be done starting with f as well as b, hits twice thus making it easy to hit confirm, and its GREAT for building super meter when its blocked as well as doing great chip damage. overall, its one of the best openers in the game.
The Sabrewheel takes a back seat to the Sabrespin. although it also doesnt require a charge and can be done starting with f as well as b, it doesnt do as much damage on hit or block and it doesnt build as much meter on block either. this move is mainly used as a linker or to counter other openers.
The Sabrepounce is a low opener that goes through projectiles and can be held in place by holding 3 then you can release 3 when you want him to pounce. you can cancel the charged pounce by pressing 2. this is a very fast low opener and it also doesnt require a charge and can be done starting with both f and b.
The Claw Fireball is his projectile but it requires super meter. when it hits it completely drains the opponents super meter.
His Blue Flame is a super dizzy move. anytime opponents throw a projectile you can punish them with this by jumping over it and coming down with the blue flame dizzy. you can also catch opponets attacking carelessly with this move.
Sabrewulf is 1 of only 2 characters that can quickly dash forward or backward. by tapping ff or bb the sabre hop closes in and retreats very fast.
The Super Sabre Flipkick is the best super in the game. when it hits sabrewulf can ff sabre hop and do the super again. this requires a full super bar.
Sabrewulf's overhead has the best range in KI2. use it without mercy to punish players who crouch block all day.
Sabrewulf's Sabre Flipkick is the best anti-air in the game. it can be done starting with f or b so its easy to snap out.
The ranges on some of Sabrewulf''s normal attacks are ridiculous especially his d6.
Pressure Move to Sabrespin gains meter FAST! if you need meter, abuse this.
The Sabrehowl builds 1 super block per howl and you must hold down 1 to keep him howling. you can input a special move while he howls and after 1 howl the move will come out.
The Fake Sabrehowl is mainly for baiting someone trying to punish the real sabrehowl. you can instantly come out of the fake howl with any special. this move is useless at higher levels of play
T.J. COMBO:
SPECIAL MOVES: COMBO is a CHARGE CHARACTER (the only one in the game)
Spin Fist: (f)...b + QP
Powerline: (...f + FP
Roller Coaster: (...f + MP or (f)...b + MP
Skull Crusher: (...f + FK
T.J. Tremor: (f)...b + MK
Turn Through: (...f + QK
T.J. Air Tremor: b,d/b,d,d/f,f + MK
Cyclone: (FP)...release FP
SUPER MOVES:
Dash Frenzy: f,d/f,d, d/b,b,f + FP
Super Roller Coaster: f,d/f,d,d/b,b,f + MP
Super Tremor: f,d/f,d,d/b,b + MK [(can also be done in the air) stuns opponent]
SUPER-LINKERS:
Super Spin Fist: f,d/f,d,d/b,b,f + QP
Super Roller Coaster: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Spin Fist: (...f + QP
Powerline: (...f + FP
Turn Through: (...f + QK
Floor Punch: (...f + MK
5th Finisher: (...f + FK
COMBO BREAKER:
Combo Breaker: b,f any Punch/Kick (no need to charge it, but works both ways)
Unbreakable Combos:
1. drop in attack, hcb f3
2. drop in attack, cF B1 or cF B2, combo ender or hcb f3
3. f6, combo ender or hcb f3
4. f6, cF B1 or cF B2, combo ender or hcb f3
5. f6, cF B1, hcb f2, combo ender or hcb f3
6. b2, cB F1,d3, powerline
7. b2, hcb f2, combo ender or hcb f3
8. b2, cB F1, hcb f2, combo ender or hcb f3
9. hcb f2, combo ender or hcb f3
10. d6, hcb f3
11. d6, rollercoaster, combo ender or hcb f3
12. cB F6, hcb f2, combo ender or hcb f3
13. rollercoaster or double spinfist, d3, powerline
14. rollercoaster or double spinfist, combo ender or hcb f3
15. rollercoaster or double spinfist, hcb f2, combo ender or hcb f3
*NOTE: Combo can end any combo with d3 then powerline*
Combo Opener Counter Chart:
|Spinfist |Rollercoaster |TJ Tremor
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter), cB F2, 1, 32, hcb f2, 4, 65, hcb f2, 4, 32, hcb f2, f6, hcb f2, f6, cB F3(ultra), hcb f3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), cB F2, 1, 32, hcb f2, 4, 65, hcb f2, 4, 32, hcb f2, f6, hcb f2, f6, cF B3(ultra), wait until ultra has finished hcb f3(super), f6, hcb f3, f6, hcb f 3
How TJ Combo Works:
The Rollercoaster is his best opener. it goes through fireballs, hits low, and can be done by charging back or forward which means that you can now do the rollercoaster by walking toward your opponent.
The Spinfist and Double Spinfist are both pretty fast openers and the fact that by charging forward you get the double spinfist means that you can use this opener while walking toward the opponent. going from a double spinfist to a combo ender is very easy to do which is good because its unbreakable.
The TJ Tremor is an overhead opener and can beat out crouching normal fierce and roundhouse attacks which is something that the standard overhead doesnt do. you can do this move from a distance and it causes Combo to run toward the opponent with the opener. using the opener from close to sweep range is where it has its best effect.
The Powerline can be canceled into the rollercoaster allowing you to run forward then rollercoaster. you can use the tj tremor as a mixup here because the run animation of the tremor is the same as the powerline so when the player goes to low block thinking you are doing a powerline to rollercoaster cancel they get hit by an overhead tj tremor. this is mainly to be used just outside sweep to MAYBE half screen range but never any farther.
His pressure move works great for building super meter if it gets blocked. f6 then double spinfist is the best way to gain meter on a guarding opponent. using the rollercoaster isnt as good as an option as the double spinfist because it
Combo isnt that great for anti-air. use floating jump attack forward or backward with 3 or 6.
The Run Past move has Combo do a run through to the other side of his opponent that can sometimes catch opponents off guard for free openers but it can also go through their attacks including recovery moves and give you an easy back turned opener. the run past can also be used to get tj out of corners. now, i'm gonna be totally honest here... the odds of doing a run past and then confusing you opponent with a mixup when you get to the other side or catch them blocking the wrong direction are 0.0% at high level. its ok for going through an attack and then you can opener while the attack recovers and its good for getting Combo out of corners. using this move to catch the opponent blocking the wrong way WILL NOT WORK vs a good opponent.
The Super Tremor is unblockable and when it hits causes a dizzy and he can do this move while in mid-air. the only way to avoid this move is to jump out of it or hit Combo out of it. you can use this vs super turtles by doing it out of a cross up jump. using the cross up jump to super tremor is one if the best ways to land this move because it makes harder to anti-air him out of the move.
Normal attack d3 is great to use to quickly end any combo. it will launch and gives a free powerline.
Combo's b2 overhead vs crouching opponents cant be used to link in any openers except for the spinfist or super rollercoaster. when b2 hits your best combo options would be spinfist/ super rollercoaster into a breakable or unbreakable combo, f6 into a combo, or manuel double into a combo. the f6 and manuel doubles are both breakable.
SPINAL:
SPECIAL MOVES:
Skele-skewer: d,d/f,f + MP
Flame Blade: d,d/f,f + FP
Soul Drain: d,d/f,f + QP
Skull Scrape: d/f + FK
Power Devour: ( + QP
1 Skull Summon: d,d/b,b + MP
All Skull Summon: d,d/b,b + FP
Skeleport (requires a skull): d,d/b,b + any Kick
Searing Skull (requires a skull): d,d/f,f + any Kick
SUPER MOVES:
Grim Reaper: d,d/b,b,d/b,d,d/f,f + FP
Super Searing Skull: d,d/b,b,d/b,d,d/f,f + FK
Stunning Skull: d,d/b,b,d/b,d,d/f,f + MK (stuns opponent)
SUPER LINKERS:
Super Skull Scrape: d,d/f,f,b + FK
Super Flame Blade: d,d/f,f,b + MP
COMBO FINISHERS:
Skele-skewer: d,d/b,b + MP
Quick Skeleport: d,d/b,b + QK
Medium Skeleport: d,d/b,b + FK
5th Finisher: d,d/f,f + QP
COMBO BREAKER:
Combo Breaker: d,d/b,b + any Punch/Kick
Unbreakable Combos:
1. d2 or d5, qcf2, combo ender or hcf6
2. d2 or d5, qcf2, hcf b6, combo ender or hcf6
3. any opener, hcf6
4. any opener, hcf b6, combo ender or hcf6
5. f3, combo ender or hcf6
6. f3, qcf2, combo ender or hcf6
7. f3, hcf b2, combo ender or hcf6
8. f3 qcf2, hcf b6, combo ender or hcf6
9. b3, qcf2, combo ender or hcf6
10. b3, qcf2, hcf b6, combo ender or hcf6
11. drop in attack or dart kick, qcf2, combo ender or hcf6
*NOTE: Spinal can end any combo with his qcf1 soul drain as long as 5th ender isnt active*
Combo Opener Counter Chart:
|Flame Blade |Skull Scrape |Skeleskewer
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
64 Hit Ultra -
Skull Scrape, 2, hcf b2, f3, hcf b6, f3, hcf b2, f3, hcf b6, f3, hcb3(ultra), hcf6(super)
67 Hit Ultra -
f3, hcf b6, 5, 65, hcf b2, f3, hcf b6, 2, 32, hcf b2, f3, qcb3(ultra), hcf6(super)
71 Hit Ultra -
qcf2, 1, 32, hcf b6, 5, 65, hcf b2, f3, hcf b6, 2, 32, hcf b2, f3, qcb3(ultra), hcf6(super)
How Spinal Works:
The Flame Blade isnt that good as a combo opener mainly because of its lack of range. this move is best used either as a linker or to counter another combo opener.
The Skeleskewer has got range and comes out decently fast. if you land this move from its max range then you need to followup with f3(breakable) or super skull scrape linker to continue the combo because you will be out of range for anything else.
Spinal's Skull Scrape opener is a low opener and can be done either by inputing db, d, or df then 6. the direction you use depends on the range of the move. spinal recovers faster from the skull scrape when done with db or d. this move also goes under projectiles.
His Grim Reaper is a super opener and acts like an overhead so it can hit opponents who are crouch blocking. this move goes through projectiles.
Instead of the standard KI2 b1 counter, Spinal has the b1 Power Devour. when a projectile is thrown at spinal he can absorb the projectile without taking any guard damage and by doing this he gains1 skull. spinal can do this until he has absorbed the max amount of skulls which is 6. after spinal has 6 skulls, if he tries to power devour a projectile he will be hit by it.
The Soul Drain is an awesome move. it doesnt matter of you block it or it hits you, if this move touches you in any way it drains super meter from you and gives it to spinal. this move can also be used to finish juggles as long as his 5th ender isnt active yet. this move is devastating because of how important super meter is in KI2. using this move doesnt give opponents a chance to use their super moves or ultra breaker. this move also gives spinal an advantage over the rest of the characters when it comes to building super meter. in KI2 the 2 main ways to gain meter are to either have your attacks blocked or by getting hit by your opponents attacks. with the soul drain not only does spinal get meter the standard way, but now when he hits you (thus giving you meter) he can take your super meter and gain it.
The Skeleport allows spinal to teleport either in place, in front of, or behind the opponent. canceling the skeleport with the skeleskewer, the grim reaper super opener, or the skull scrape opener allows spinal to come out of the skeleport animation faster then with normal attacks. you can do this to catch opponents blocking the wrong way or for a mid/low mixup but this trick will mainly work at lower to mid levels of play. the skeleport doesnt require any super meter but it does require skulls.
The Skull Summon and Super Skull Summon has spinal gain either 1 skull with the standard skull summon or gain the max 6 skulls with the super skull summon.
When jumping away from the opponent you can use the Dart Kick to dart back in toward them and start a combo. you can also use this move if you jump over a projectile from a range normally out of reach from jump-ins and dart kick in for a combo.
His recovery move comes out as the Skull Scrape so it hits low and starts a combo.
For anti-air Spinal can use his d3 normal attack. now, you cant just mash it out when you see someone jump. time the move right and it will anti-air. another anti-air option is jump back or forward with floating jump attack 3 or 6.
The Soul Fire is his projectile. it doesnt require meter, just 1 skull per projectile. the speed of the projectile depends on the kick you use (4= slow, 5= medium, 6= fast).
The Dizzy Skull is like the soul fire only it requires meter, goes through other projectiles, and when it hits causes a dizzy.
When you use Spinal's overhead, if you try it from db crouching you will get is d3 normal attack if the opponent stands up to block. basically its the same problem the move had in KI1.
Spinal doesnt gain a whole lot of super meter by using his pressure move to openers on block. you also cannot link the skull scrape opener off of his pressure move.
Spinal is 1 of only 2 characters in the game with a back dash and forward dash. he can close in and retreat very quickly by tapping ff or bb.
GARGOS:
to access GARGOS, wait until the opening screen scrolls to a character bio, then when the bio pops up, enter the code Z,A,R,Z,A,B at about the same speed as a standard MK dial-combo/button linker. If you have done it correctly, you will hear GARGOS's evil laughter as a confirmation. The button inputs (Z,A,R,Z,A, are from the N64 controller, so YOU must figure out what they are in correspondence to your Mame controller of choice.
Thanks for the "Thanks", you guys/girls are all very welcome. It was my pleasure to help.
GARGOS's moves are unavailable at this point in time from my source, but i will find and post them very soon. If you have figured out how to access GARGOS before this happens, let me know, and i will make it happen.
____________________________________________________________________________________________________________________
originally posted by MKKHANZO-
KI 2 arcade MKK Tier Listing:
WORK IN PROGRESS
TOP:
Maya (tie)
Sabrewulf (tie)
HIGH:
Jago
Tusk
Glacius
Orchid
MEDIUM
Fulgore
Spinal
Gargos
BOTTOM:
Kim Wu
TJ Combo
QUICK CHARACTER OVERVIEW:
Maya:
BF + MP is overpowered. It builds meter fast. It seems thats is one of the only moves that doesnt follow the paper-scissor-rock rule cause it sometimes beat out too much specials. Serves as a deadly wake up. Maya has HARD to break normals so basic stuff like universal overhead (UOH)>BF+MP>HkBF+MP>Super are deadly and extremely easy to do and connect. Great C. Mp and C. Mk. BF+QP is THE BEST special antiair (non super). Unbeatable, totally invencible for like a whole second. As a wake up is deadly. It doesnt even trade hits with supers they just dont touch each other. Its a launcher too and can be followed by BF+FK or Super/Double Super for easy damage. Evoerall great mobility and annoy factor high! Easy breakers motions means you can mash till break(BF+any button). Air combos leads to super. Can double super and double counter.
Sabrewulf:
Sabrewulf is the only char in the game that can DASH back and forth so use this for rushing or escaping. Second best AA in game (BF+FK), it launches in a combo and setups for Super or aa S. FP. As maya has the very best AA, Wulf has the very best and most broken move in the game. FB+MK after a dash (double claw spin). Shit is invincible, unbeatable and if you dont block and press any button when you are down it almost OTG you. Best option is to block and it does like 8% in chip damage. If you attempt to reversal/wake up it, nothing happens. Both attacks passby each other OR worse: Wulf connects the damn spin and from there is easy 50%. Wulf is the best meter builder in the game. Any blocked FB+MK (you must block it!) gives him meter. After any combo he Howls and its Free Meter. Breakers give him meter (Easy breakers motions). Super Double Kick is unbeatable and totally invincible. it must be punished in air due to the FEW frames open on landing (Same with BF+FK). If connect you can dash> Super again then Howl till charge something. Air Tremor that stuns and grant Free combo (Thx god its blockabkle). Great annoy factor to deal with cause when he knocks you down its NOT 50/50 situation. Its like 70-30% that he will spin to chip/build or combo you(some ppl dash dash then UOH but that is very risky). Some feints involving fake howl and BF+FP. Air combos leads to super. Can double super and double counter. Fireball super sucks.
Jago:
Picture Ryu status on SF (aside from the obvious rip off moves). Jago can HANDLE any character in the game but fails to be top due to not having anything broken (forget about Jago's spirit, that is useless). Some zoning thx to different speeds fireballs and invincible DP. Nice presure guessing thx to red fireball too (it doesnt belong to paper-scissor-rock so it must be blocked). Nice char for building meter. Have nice Juggles at his disposal at almost any moment (After a combo throw, ending a combo with a 6 hit + slide, etc). Nice reach on UOH. Double Laser Sword chips nicely. DP can be juggled by another or better a Super. Short reach DP but kind of hard to punish. DP can be cancelled by Wind Kick if it doesnt hit (almost useless)Wind Kick is nice and isnt as vulnerable as it was in KI 1 when blocked. QK Wind patterd as faints are nice outside sweep distance. Shadow Spin Kick goes throug proyectiles and if it hitss aa you can follow with F+FK>Super. Super leaves him very vulnerable. Ultimate Move (Dragon beam) is nice but very vulnerable if blocked. Can be crouched under. Fast autodoubles from Lk. Crouched FP is a launcher that can be followed by Super. Best fro Jago are his screams (LOL im a Jago fanboy). His feint set ups some SF fireball>DP esque setups. Air combos, DP, ending Ninja Slide combo, Combo throw all lead to Super. Can pressure counter. Fireball super sucks, dont use it.
Tusk:
First of all: Tusk has massive reach and does insane damage and is badass as hell. That is 50% of Tusk info. DP=insane reach an damage. Can juggle 2 consecutive. Air combos leads to Web of Death x 2, then DP or Super. C. Hp is a launcher and in corners can do Super > WOD x 2 > Super > WOD > DP (LOL). WOD is nice for pressuring and Chipping. DONT use for chip his Ground flame Super! aa DP Super is sick but sometimes it doesnt get all hits. Boot Kick sucks and can be bunished on block. Tusk have less attacking patterns than Jago and his options at atempting combos are limited like C.Mk into Special or C.Fk>C.Mk> Special. Fake Skull Splitter is kind of nice but can be scouted. HCB+QP (backstab) is nice and can actually confuse foes but scoutable with a nice parry. Dont follow it with autodoubles cause all of Tusk are slow. Hich reach on UOH. Shadow moves are kind os useless. Meteor Shower (Ultimate) is kind of good for chipping at someones when they are low on health and backs them up veeeery far for retaliate (watch shadow moves). Not a very good meter builder (he doesnt need that too). Tusk stage make him top too (hehehe more fanboyism!!). Air combo and D+FP leads to Web of Death x 2 then Super. Can presure counter.
Glacius;
First annoy factor from Glacius is that his main pressure move is a Low (D+FK)so that forces a lot of low blocking and guessing cause the UOH. AA DF+FP is VERY good and allows for a free DF+FK. Teleports arent that good and Super teleport is "kind"of usable. There are still better usages for his super meter. Super fireball sucks unles you want to chip at block. Grab super is VERY good. DF+QP is good if you mix up after it. You can just leave it like that or jump with an atack, bait a breaker (DP characters are vulnerable), etc. Air combos grants nothing aside a DF+FK or F+FK. Can presure counter.
Orchid:
FDB+MP is a 3 hit attack. First hit goes through the paper-scissor-rock rules but not 2nd and 3rd. 3rd hit is punishable on block. They can be delayed between hits allowing guessing. Nice DP and VERY hard to punish even if whiffed with QK. Slide is good. Super tend to whiff badly on blocked opponents. Tiger super is VERY good and fast and pass through proyectiles. Slow pressure move. Throw leads to super combos. Kind of good zoning with proyectiles. Air combos that leads to super. Can double counter.
TUSK:
SPECIAL MOVES:
Web of Death: d/f, d, d/b + FP
Boot Kick: d/f,d,d/b + any Kick
Skull Splitter: d/b,d,d/f + FK
Conqueror: f,d,d/f + any Punch
Backstab: f,f/d,d,d/b,b + QP (must be standing next to and in front of opponent)
Fake Skull Splitter: d,d/f,f + QK
SUPER MOVES:
Pillar of Flames: d/b,d,d/f,b + QK
Super Conqueror: d,d/b,b,d/b,d,d/f,f + FP
Jungle Tumble: d/b,d,d/f,b + FK
SUPER-LINKERS:
Super Boot Kick: d/f,d,d/b,f + FK
Super Web of Death: d,d/f,f,b + FP
COMBO FINISHERS:
Conqueror: f,d,d/f + FP
Boot Kick: d/f,d,d/b + FK
Skull Splitter: d/b,d,d/f + FK
Backstab: f,d/f,d,d/b,b + QP
5th Finisher: f,d,d/f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
MANUAL/AUTO COMBOS:
1.)Jungle Tumble (d/b,d,d/f,b + FK), MP/MK, Backstab (f,d/f,d,d/b,b + QP) .....Auto-finisher
2.)Jump in with a FK, MP/MK, Super Web of Death (d,d/f,f,b + FP), Finisher (Backstab makes this combo a 12-hit Killer Combo).....Manual
3.)Jump in with a FK, MP/MK, Boot Kick (d/f,d,d/b + FK)......Auto-finisher
4.)Jump in with a FP, MP/MK, Web of Death (d/f,d,d/b + FP), MP/MK, Backstab (f,d/f,d,d/b,b + QP)....Auto-finisher
5.)Skull Splitter (d/b,d,d/f + FK), MP/MK, Boot Kick (d/f,d,d/b + FK).....Auto-finisher
6.)FK, MP, Conqueror (f,d,d/f + FP).....manual
7.)Boot Kick (d/f,d,d/b + FK), MP/MK, Boot Kick (d/f,d,d/b + MK), QP/QK, Boot Kick (d/f,d,d/b + FK)
TUSK vs. TUSK COUNTERS:
By doing any of the following counters mentioned, if timed properly, your counter will prioritize over the mirroring opponent's attack.
Skull Splitter (d/b,d,d/f + FK) counters Web of Death (d/f,d,d/b + FP)
Boot Kick (d/f,d,d/b + any Kick) counters Skull Splitter (d/b,d,d/f + FK)
Web of Death (d/f,d,d/b + FP) counters Boot Kick (d/f,d,d/b + any Kick)
Unbreakable Combos:
1. d6, conqueror
2. d6, qcb hcf3
3. d6, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
4. d6, hcdb5 or hcdf3(f3), hcb f6 or hcf b3, combo ender or qcb hcf3
5. any opener, conqueror
6. any opener, qcb hcf3
7. any opener, hcb f6 or hcf b3, combo ender or qcb hcf3
8. b3, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
9. b3, hcdb5 or hcdf3(f3), hcb f6 or hcf b3, combo ender or qcb hcf3
10. drop in attack, hcdb5 or hcdf3(f3), combo ender or qcb hcf3
Combo Opener Counter Chart:
|Web of Death |Skull Splitter |Boot Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter), 32, qcdb3, 2, 32, hcf b3, 2, 32, hcf b3, 2, 32, hcf b3, 65, hcf b3, 65, hcb2(ultra), qcb hcf3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 32, qcdb3, 2, 32, hcf b3, 2, 32, hcf b3, 2, 32, hcf b3, 65, hcf b3, 65, hcb2(ultra), qcb hcf3(super), qcf6, qcf6, qcf6, qcf6, qcf6
How Tusk Works:
The Back Stab opener only comes out in close range. Tusk goes to the back of the opponent and they must guard this move toward their back side so its kind of like a ground cross up. at lower to mid levels of play this move works great for tricking players. the redeeming factor this move has at higher levels is that, if timed right, it will go through your opponents attacks at hit them and this includes going through recovery moves.
His Web of Death opener does great guard damage when you use the double web by hitting f3 after the web (vs a guarding opponent this moves also builds meter very well). on hit this opener does some great damage just for its initial 2 hits so you end up getting good damage even at the very start of the combo.
The Boot Kick covers very good range when done with 5 and 6. in fact, if done with 6 it travels a full screen. the down side to doing this move with 6 is that it leaves tusk pretty vunerable if it gets blocked, and you cant use it off of normal attacks or an overhead because it will knock down. boot kick with 4 or 5 wont knock down after normal attacks, both come out faster, and both have better recovery on block.
Having an overhead opener always helps in KI2 and thats where the Skull Splitter comes in. its an opener that hits crouch blocking opponents, covers some ok range, and goes through projectiles.
The Super Skull Splitter super opener acts like the skull splitter only it hits 4 times and does more damage.
In case you didnt notice, most characters have some kind of a fake out move and here is the Fake Skull Splitter. it tries to sells the skull splitter well but like the other fakes in KI2 this wont fool an elite player.
For anti-air Tusk has the Conqueror. because of the length of his sword this move has good range. its like a street fighter uppercut with almost better then sweep range.
His f3 pressure move is a double sword strike with the last hit being a low strike and so it must be guarded low. if the first hit lands the second sweeping hit is guaranteed. the downside to this move is that if it hits you dont get a free combo opener/ combo ender/ super. on block you can still link in moves like his double web for gaining super meter.
Tusk's normal attack d6 is a low with really good range and it goes under projectiles.
JAGO:
SPECIAL MOVES:
Laser Blade: d/f,d,d/b + FP/MP
Wind Kick: d/f,d,d/b + any Kick
Ninja Slide: d/b,d,d/f + any Kick
Endokuken: d,d/f,f + any Punch
Tiger Fury: f,d,d/f + any Punch
Fire Endokuken: d,d/f,f + Release FP
Fake Endokuken: d,d/f,f + QK
SUPER MOVES:
Super Tiger Fury: d,d/b,b,d/b,d,d/f,f + FP
Super Endokuken: f,d/f,d,d/b,b + QP
Super Wind Kick: d/f,d,d/b,f + MK
SUPER-LINKERS:
Super Ninja Slide: d/b,d,d/f,b + FK
Super Wind Kick: d/f,d,d/b,f + MK
COMBO FINISHERS:
Tiger Fury: f,d,d/f + FP
Endokuken: d,d/f,f + FP
Laser Blade: d/f,d,d/b + FP
Wind Kick: d/f,d,d/b + FK
5th Finisher: f,d,d/f + MP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
MANUAL/AUTO COMBOS:
1.)Jump in FP,MK, Tiger Fury (f,d,d/f + FP)......Auto-finisher
2.)Jump in MK,QK, Endokuken (d,d/f,f + FP)......Auto-finisher
3.)Ninja Slide (d/b,d,d/f + FK),MP/MK, Laser Blade (d/f,d,d/b + FP)......Auto-finisher
4.)Laser Blade (d/f,d,d/b + MP),QP/QK, Tiger Fury (f,d,d/f + FP)......Auto-finisher
5.)Wind Kick (d/f,d,d/b + FK),MP/MK, Laser Blade (d/f,d,d/b + MP),QP/QK, Wind Kick (d/f,d,d/b + FK)......Manual
JAGO vs. JAGO COUNTERS:
By doing any of the following counters mentioned, if timed properly, your counter will prioritize over the mirroring opponent's attack.
Ninja Slide (d/b,d,d/f + FK) counters Laser Blade (d/f,d,d/b + MP/FP)
Wind Kick (d/f,d,d/b + FK) counters Ninja Slide (d/b,d,d/f + FK)
Laser Blade (d/b,d,d/f + FK) counters Wind Kick (d/f,d,d/b + FK)
Unbreakable Combos:
1. drop in attack, qcb hcf3
2. drop in attack, qcdb3/ qcdb5/ or hcb f5, combo ender or qcb hcf3
3. qcdb3, combo ender or qcb hcf3
4. any opener, hcb f5 or hcf b6, combo ender or qcb hcf3
5. any opener, shindouken
6. f6, combo ender or qcb hcf3
7. f6, hcb f5 or hcf b6, combo ender or qcb hcf3
8. f6, hcdb 5/ hcdb2/ or hcdf5, combo ender or qcb hcf3
9. f6, hcdb 5/ hcdb2/ or hcdf5, hcb f5 or hcf b6, combo ender or qcb hcf3
10. d2, shindouken or qcb hcf3
11. d2 or d5, hcdb3/ hcdf5/ or hcdb5, combo ender or qcb hcf3
12. d2 or d5, hcb f5, combo ender or qcb hcf3
Combo Opener Counter Chart:
|Laser Blade |Ninja Slide |Windkick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
78 Hit Ultra -
b1(counter), hcdb5, 1, 32, 2, hcf b6, 2, 32, 2, qcb f5, 4, 32, 2, hcf b6, 32, 2, hcb f5, 32, 2, hcdb4(ultra), qcb hcf 3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
start any combo then go into the ultra then wait until the ultra ends and tap 4 repeatedly as fast as you can
How Jago Works:
Jago is MUCH improveded from KI1.....
The Ninja Slide has got decent range and must be blocked low, it also goes under projectiles. using the slide with 5 instead of 6 means that it has less range but it comes out faster and recovers faster.
The Windkick should only be used after a d5 normal attack hit, as a linker, or to counter another opener. do not just throw the windkick on the screen and pray hits for any random reason. when d5 hits use windkick with 5.
The laser blade opener works best when used to counter hit another opener or after a normal attack so you can link it in. you must be very close to your opponent to link this in after a normal attack.
Pressure move to laser opener on block builds meter fast.
Jago has a good anti-air with his shindouken and floating jump attack 3 and 6.
The Endouken is his projectile. if you throw a red endouken and it hits then your opponent gets drained of their super meter. the punch you use determines the speed of the endouken(1= slow, 2= medium, 3= fast). the red endouken can also be used inside of combos.
The Fake Endouken to shindouken cancel can be used to bait players waiting for you to throw a projectile so they can jump over it for a drop in attack combo. again, this is trash at higher levels.
The Spirit move is a MUST. activate it the second you get a chance. it takes about 1/6 of your life bar but after your second life bar is gone and you should be dead jago comes back to life with that 1/6 of life. when this happens jago takes less damage then normal but inflicts more damage then normal. you cannot come back to life if you lose by an ultra or no mercy/ultimate.
Jago's best normal attack is d5. land it, combo off it.
FULGORE:
SPECIAL MOVES:
Cyber Dash: d/b,d,d/f + FK/MK
Eye Laser: d/f,d,d/b + FP/MP
Laser Storm: d,d/f,f + any Punch
Plasma Slice: f,d,d/f + any Punch
Electro-Flect: d,d/b,b + QK
Fake Laser Storm: d,d/b,b + QP
SUPER MOVES:
Lock-On: b,d/b,d,d/f,f + QK
Triple Laser Storm: b,d/b,d,d/f,f + QP (after a lock on)
Plasma-Port: b,d,d/b + any Kick
Inviso: f,d/f,b,d/b,b + FK
Super Plasma Slice: d,d/b,b,d/b,d,d/f,f + FP
Air Eye Laser: d/f,d,d/b + FP (while in the air)
SUPER-LINKERS:
Super Cyber Dash: d/b,d,d/f, b + FK
Super Electro-Flect: d/f,d,d/b,f + QK
COMBO FINISHERS:
Plasma Slice: f,d,d/f + FP
Laser Storm: d,d/f,f + MP
Cyber Dash: d/b,d,d/f + FK
Eye Laser: d/f,d,d/b + FP
5th Finisher: f,d,d/f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
Unbreakable Combos:
1. d3, qcb hcf3
2. drop in attack, qcb hcf3
3. drop in attack, hcf5 or 6/qcb2 or 3, combo ender or qcb hcf3
4. d3, hcf 5 or 6, combo ender or qcb hcf3
5. b3, hcf5 or 6, combo ender or qcb hcf3
6. b3, hcf b6, combo ender or qcb hcf3
7. b6, hcf5, combo ender or qcb hcf 3
8. d3, plasma uppercut
9. any opener besides plasma shield, plasma uppercut
Combo Opener Counter Chart:
| Plasma Shield | Eye Laser | Cyber dash
--------------------------------------------------------------
Fulgore | Cyber Dash | Plasma Shield | Eye Laser
TJ Combo | TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
* note: Fulgore can counter hit TJ Combo's rollercoaster and spinfist with the cyber dash. *
Biggest and Most Flashy Ultras:
68 Hit Ultra -
d3, hcf5, 4, 65, hcb f4, b3, hcf b6, 2, hcb f4, b3, hcf b6, 5, f,d,d/f4(ultra), qcb hcf3(super)
80 Hit Ultra -
d3, qcf5, 4, hcb f4, 6, hcf b6, b3, hcb f4, b3, hcf b6, f,d,d/f4(ultra), qcb hcf 3(super), cancel super with ultra during the teleport, repeat
How Fulgore Works:
Fulgore only really has 2 openers because you cant start a combo with the plasma shield.
The cyber dash is his best and main opener. this opener is much improved from KI1 because its no longer a charge move. at close to sweep range use cyber dash with 5 because the move comes out faster and gives fulgore better recovery. if you are using a ranged normal attack from a distance then use cyber dash 6 to cover the ground needed to start a combo.
The Eye Laser is best used as a linker or counter other openers that beat the cyber dash.
The Plasma Shield is basically useless except for reflecting projectiles or the occasional counter to an opener.
The Air Eye Laser must be blocked low. this is an ok attack at best, at higher levels it not too much trouble to see and block/jump out of.
At closer ranges using the Fake Laser then plasma uppercut cancel can catch opponents trying to jump over the laser and start a drop in combo. this trick is MAYBE useful at low to lower mid levels of play.
For anti-air fulgore has his plasma uppercut. anytime the opponent leaves the ground toward you, you can uppercut them out of the air. since the uppercut is a special attack it has priority over their normal jumping attacks. another way to anti-air is to float jump attack with 5 or 6 by jumping forward or backward.
Fulgore's projectile is his Laser. his standard projectile is a single laser and the punch you use determines the speed of the move(1= slow, 2= medium, and 3= fast). after preforming his lock on move he can laser in 3's rather then a single projectile.
Using his pressure move(b3) the cyber dash is ok for building super meter but lets just sat that its not the all that great.
The Teleport is semi-ok at best for trying to trick the opponent into blocking the wrong way or having them trying to guess where you will teleport to and attack but guess wrong. to obtain maximum success you must cancel the teleport animation with a cyber dash QUICKLY, especially if you want to confuse your opponent on which way to block. like his fake laser trick, this is ONLY a trick and is totally useless at higher levels of play.
Fulgore's normal attack d3 is an improvement over all of his normals in KI1. its a low poke that covers good range and is very easy to link in an opener off of and isnt super slow like his KI1 normals were, BUT, its not all that fast either.
When using his b6 overhead use cyber dash 5 to start the combo. sadly Fulgore's overhead is just as trash in KI2 as it was in KI
KIM WU:
SPECIAL MOVES:
Fire Cracker: d/f,d,d/b + FP/MP
Tornado Kick: d/f,d,d/b + any Kick
Split Kick: d/b,d,d/f + FK
Fire Flower: d,d/f,f + QP
Air Fire: d,d/f,f + FP/MP
Air Torpedo: b,d/b,b + any Punch (while in the air)
Fake Split Kick: d/b,d,d/f + MK
SUPER MOVES:
Snap Dragon: d,d/b,b,d/b,d,d/f,f + FP
Super Tornado: d/f,d,d/b,f + FK
Super Air Torpedo: d,d/f,f,b + MP
SUPER-LINKERS:
Super Fire Cracker: d/f,d,d/b,f + FP
Super Tornado: d/f,d,d/b,f + FK
COMBO FINISHERS:
Tornado Kick: d/f,d,d/b + FK
Fire Flower: d,d/f,f + QP
Split Kick: d/b,d,d/f + FK
Fire Cracker: d/f,d,d/b + FP
5th Finisher: d/b,d,d/f + MK
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
ORCHID:
SPECIAL MOVES:
Flik Flak: d/f,d,d/b + any Kick
Tonfa Fire: d,d/f,f + any Punch
San: d/f,d,d/b + FP
Air Buster: f,d,d/f + any Kick
Tiger Slide: d/b,d,d/f + any Kick
Ichi Ni San: d/f,d,d/b + MP
Fake Tonfa Fire: d,d/f,f + QK
SUPER MOVES:
Super Flak: d,d/b,b,d/b,d,d/f,f + FK
Fire Cat: d/f,d,d/b,f + MK
SUPER-LINKERS:
Super Ichi: d/b,d,d/f,b + FP
Fire Cat: d/f,d,d/b,f + MK
COMBO FINISHERS:
Air Buster: f,d,d/f + FK
San: d/f,d,d/b + FP
Tiger Slide: d/b,d,d/f + QK
Flik Flak: d/f,d,d/b + FK
5th Finisher: d,d/f,f + QP
COMBO BREAKER:
Combo Breaker: f,d,d/f any Punch/Kick
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Unbreakable Combos:
1. f6, combo ender or qcb hcf6
2. f6, hcdb5, combo ender or qcb hcf6
3. f6, hcb f5 or hcf b3, combo ender or qcb hcf6
4. f6, hcdb5, hcb f5 or hcf b3, combo ender or qcb hcf6
5. any opener, qcb hcf6
6. any opener, hcb f5 or hcf b3, combo ender or qcb hcf6
7. any opener, airbuster
8. d2, airbuster
9. d2, qcb hcf6
10. d2, hcdb4, hcb f5 or hcf b3, combo ender or qcb hcf6
11. drop in attack, hcb f5 or hcf b3, combo ender or qcb hcf6
12. b3, qcb hcf6
13. b3, hcdb5, combo ender or qcb hcf6
14, b3, hcdb5, hcb f5 or hcf b3, combo ender or qcb hcf6
Combo Opener Counter Chart:
San |Tiger Slide |Flik Flak
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), f6, qcdb2 then hold db and press 2 repeatedly for her double counter move, 1, 32, hcf b3, 2, 32, hcb f5, 1, 32, hcf b3, f6, hcb f5, f6, qcb1(ultra), qcb hcf 6(super)
78 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), f6, qcdb2 then hold db and press 2 repeatedly for her double counter opener, 1, 32, hcf b3, 2, 32, hcb f5, 1, 32, hcf b3, f6, hcb f5, f6, qcb1(ultra), qcb hcf 6(super), wait until orchid lands then qcdf6
How Orchid Works:
The Flik Flak is good for a few reasons:
1. its a 2 hit opener so its very easy to hit confirm.
2. has decent range to it.
3. it builds super meter well when it gets blocked especially when its done after her f6 pressure move.
remember that while flik flak 6 has more range, using the flik flak with 4 and 5 gives it better recovery and it comes out faster as well.
The Tiger Slide is a low opener so it must be low blocked, its fast and has great range if done with 5 or 6 and it also goes under projectiles. same deal as the flik flak here, using the slide with 6 has more range but doing it with 4 or 5 has it come out faster and with less recovery.
Her Super Firecat can also act as a super opener and it goes under projectiles. although it may look like it hits low it doesent.
The San opener has got ok range and has average speed. it also has a BIG window to follow up with an autodouble, manuel double, super, etc. the downside to it is if you do a breakable combo that your opponent has just as big of a window to combo break you =( . this move should mainly be used as a linker or to counter another opener.
Her Fierce San kind of tries to replace her spinning uppercut found in KI1 and does a horrible job of doing so. its got ok range and is pretty fast. the best ways to stop it are:
1. block it.
2. try to jump over it/ try to out space it and have it wiff.
3. try to beat it out with your correct opener which opens the door for orchid to guess that you will counter with that specific opener and she can counter with her specific opener that beats yours. confused? heres an example.... say you are vs jago and the player believes you will continue whoring out fierce san to they decide to counter with their opener that beats san, which in jago's case is the ninja slide. you guess that their reaction will be to counter the san with an opener so this time instead of san you use her flik flak which will counter the ninja slide.
Orchid's b3 overhead has got some good range mainly because she moves forward when she does it. use it vs players trying to crouch block your slide opener or random low normal attacks.
The Tonfa Fire is her projectile. the punch you use determines the speed of her tonfa fire(1= slow, 2= medium, and 3= fast). if the opponent is in jump in or anti-projectile move range you can try to bait them with her fake tonfa fire into airbuster cancel which of coarse will not work at higher levels but its ok for a scrub buster.
For anti-air orchid has her airbuster. she can also use floating jump attack 6 forward or backwards.
KIM WU:
SPECIAL MOVES:
Fire Cracker: d/f,d,d/b + FP/MP
Tornado Kick: d/f,d,d/b + any Kick
Split Kick: d/b,d,d/f + FK
Fire Flower: d,d/f,f + QP
Air Fire: d,d/f,f + FP/MP
Air Torpedo: b,d/b,b + any Punch (while in the air)
Fake Split Kick: d/b,d,d/f + MK
SUPER MOVES:
Snap Dragon: d,d/b,b,d/b,d,d/f,f + FP
Super Tornado: d/f,d,d/b,f + FK
Super Air Torpedo: d,d/f,f,b + MP
SUPER-LINKERS:
Super Fire Cracker: d/f,d,d/b,f + FP
Super Tornado: d/f,d,d/b,f + FK
COMBO FINISHERS:
Tornado Kick: d/f,d,d/b + FK
Fire Flower: d,d/f,f + QP
Split Kick: d/b,d,d/f + FK
Fire Cracker: d/f,d,d/b + FP
5th Finisher: d/b,d,d/f + MK
COMBO BREAKER:
Combo Breaker: f,d,d/f + any Punch/Kick
Unbreakable Combos:
1. any opener, qcb hcf3
2. hcdb3 or hcdb6. combo ender or qcb hcf3
3. hcdb2/3 or hcdb any kick, hcb f3 or hcb f6, combo ender or qcb hcf3
4. d2 or d3 or d5, qcb hcf3
5. d2 or d3 or d5, hcdb3 or hcdb6, combo ender or qcb hcf3
6. d2 or d3 or d5, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
7. f6, combo ender or qcb hcf3
8. f6. hcdb3 or hcdb6, combo ender or qcb hcf3
9. f6, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
10. b3, qcb hcf3
11. b3, hcdb3 or hcdb6, combo ender or qcb hcf3
12. b3, hcdb3 or hcdb6, hcb f3 or hcb f6, combo ender or qcb hcf3
13. drop in attack, hcdb3 or hcdb6, combo ender or qcb hcf3
Combo Opener Counter Chart:
|Firecracker |Split Kick |Tornado Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 6, qcdb5 then hold db and press 5 repeatedly for her double counter opener, 1, 32, hcb f3, 5, 32, hcb f6, 5, 32, hcb f3, f6, hcb f6, f6, qct4(ultra), qcb hcf3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 6, qcdb5 then hold db and press 5 repeatedly for her double counter opener, 1, 32, hcb f3, 5, 32, hcb f6, 5, 32, hcb f3, f6, hcb f6, f6, qct4(ultra), qcb hcf3(super), hcf6, hcf6, hcf6, hcf6, hcf6
How Kim Wu Works:
Just to get this out of the way... the Super Tornado Kick is totally worthless if used as a super opener because it only hits once and not 5 times.
The Firecracker opener with 3 does ok damage just as an opener and builds good super meter on block. because firecracker with 3 is a 2 hit opener it makes it easier to hit confirm. firecracker with 2 is a little faster but is only a 1 hit opener and doesnt hurt as much or gain as much meter on block.
The Tornado Kick with 6 has the same deal as the firecracker only this move has better range. it does ok damage as an opener an builds good meter on block(not as much as the firecracker) and because its a 2 hit opener its easier to hit confirm. tornado kick with 4 or 5 is a little faster then tornado kick with 6 and has a little better recovery but its doesnt do as much damage, cover as much distance, or hit twice.
Her Split Kick opener is an overhead opener so it will hit opponents that are crouch blocking, the range on it isnt too bad either.
Pressure move to Firecracker with 3 builds great meter on block. pressure move to tornado kick with 6 also bulids great meter but not as much as the firecracker.
Kim Wu's Roll Through is very fast. the roll through will also go through attacks, including recovery moves, giving her easy openers. she can also use this move to escape from corners.
The many versions of the Fire Flower is her projectile. for starters we have fire flower1... this move is not really a projectile because its range of effectiveness is from up close to just inside sweep range. on block its totally safe and does ok chip damage on block. fire flower with 2 or 3 causes Kim Wu to slightly jump and throw a fireball. this projectile is just the right height to hit opponents both in standing guard or out of a mis-timed jump. her in air fire flower is pretty fast and by varying the heights of the projectile you keep the opponent guessing while they try to get in. throwing a jumping fire flower then a mid air fire flower or vice versa is great especially while jumping back or if you are a decent distance from your opponent.
The Downward Fire Flower and even the Super Downward Fireflower come out just too slow to be really effective at higher levels of play.
For anti-air i use her Split Heel Kick. it can be tricky at first but if timed right it will anti-air. alternatives for anti-air are floating jump attack 2. 5, or 6 while jumping forward or backward.
GLACIUS:
SPECIAL MOVES:
Arctic Blast: d,d/b,b + any Punch
Cold Shoulder: d,d/f,f + MP
Ice Lance: d,d/f,f + FP
Icy Grip: d,d/f,f + QP
Liquidize: d,d/f,f + QK
Liquidize & Uppercut: d,d/f,f + FK/MK
SUPER MOVES:
Super Arctic Blast: d,d/b,b,f + FP
Arctic Slam: d/b,d,d/f,b + QP
Super Liquidize & Uppercut: f,d/f,d,d/b,b + FK
SUPER-LINKERS:
Super Cold Shoulder: d/b,d,d/f,b + MP
Super Uppercut: d/b,d,d/f,b + FK
COMBO FINISHERS:
Liquidize & Uppercut: d,d/f,f + FK
Icy Grip: d,d/f,f + QP
Arctic Blast: d,d/b,b + FP
Ice Lance: d,d/f,f + FP
5th Finisher: d,d/f,f + QK
COMBO BREAKER:
Combo Breaker: d,d/f,f + any Punch/Kick
Unbreakable Combos:
1. d6, hcf b1
2. d6, qcf2 or qcf5, combo ender or hcf b1
3. d6, hcf b2 or hcf b6, combo ender or qcf b1
4. d2 or d5, qcf2 or 1qcf5, combo ender or hcf b1
5. d2 or d5, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
6. any opener, hcf b1
7. qcf1, qcf2, combo ender or hcf b1
8. qcf1, qcf2, hcf b2 or hcf b6, combo ender or hcf b1
9. qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
10. f6, combo ender or hcf b1
11. f6, qcf2 or qcf5, combo ender or hcf b1
12. f6, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
13. b3, hcf b1
14. b3, qcf2 or qcf5, combo ender or hcf b1
15. b3, qcf2 or qcf5, hcf b2 or hcf b6, combo ender or hcf b1
16. drop in attack, qcf2, combo ender or hcf b1
Combo Opener Counter Chart:
|Liquidize |Icy Grip |Cold shoulder
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter),f6, qcf 5, 1, 32, hcf b2, 4, 65, hcf b6, 2, 32, hcf b2, f6, hcf b6, f6, qcf4(ultra), hcf b1(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter),f6, qcf 5, 1, 32, hcf b2, 4, 65, hcf b6, 2, 32, hcf b2, f6, hcf b6, f6, qcf4(ultra), wait until the ultra ends then tap 4 repeatedly as fast as you can
How Glacius Works:
The Cold Shoulder is MUCH faster in KI2 then in KI1. not only is it faster but it covers more ground as well. its so fast that you can sometimes do 2 cold shoulders and catch players who respond late with a counter attack. vs players that are late in their response time after a blocked cold shoulder you can also do a low poke then link in an opener.
The Liquidize opener is one of the better openers, it go under projectiles and can also be done while in mid air.
The Icy Grip opener is ok to use from a range at times. it catches players trying to advance carelessly towards you, out of moves that are being wiffed, and lower priority normals. one of the downsides to the move is that you cannot use a normal attack to link it in.
The Energy Puddle can go under projectiles and has the same start up animation as liquidize only once Glacius goes to puddle form he stays a puddle and you stay in puddle form as long as you hold 4. to actually regain any energy you need to have some super bar blocks and the longer you hold the puddle the more your super bar gradually gets drained.
The Power Liquidize is no different from the liquidize opener except for the fact that the power liquidize knocks down and doesnt allow for a combo. this move can also be done while in mid air.
The Reverse Liquidize cannot be done in air but what it does is go behind the opponent and come up with the uppercut on the other side of them. this move does not combo and takes super blocks. at lower to lower mid levels of play you can mix this up with the liquidize opener but never at the highest level of play will this work. the reverse liquidize has a different startup animation and it makes a very distinct sound making it easy to spot.
The Ice Lance is MUCH faster in KI2 then it was in KI1 and it has better range as well. the ice lance can also anti-air.
The Artic Throw super does RIDICULOUS damage, nuff said....
The Artic Blast is his projectile and the speed on it varies based on what punch you use(1= slow, 2= medium, and 3 =fast). you can throw an artic blast then energy puddle, liquidize, or reverse liquidize.
Glacius's f6 pressure move has so many uses. to gain meter on block you can pressure move to the liquidize opener(major meter builder), the cold shoulder(which also gains meter), or ice lance. pressure move to cold shoulder opens up the cold shoulder tactic vs players with slow response time.
A few good low normal attacks are d6, d2, and d5
MAYA:
SPECIAL MOVES:
Mantis: b,f + FP
Savage Blades: b,f + MP
Flip Kick: b,f + MK
Cobra Bite: b,f + QP
Jungle Leap: b,f + FK
Savage Leap: b,f + QK
SUPER MOVES:
Super Jungle Leap: f,d/f,d,d/b,b,f + FK
Super Mantis: f,d/f,d,d/b,b,f + FP
SUPER-LINKERS:
Super Flip Kick: f,d/f,d,d/b,b,f + MK
Super Savage Blades: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Mantis: b,f + FP
Cobra Bite: b,f + QP
Jungle Leap: b,f + FK
Savage Leap: b,f + QK
5th Finisher: f,b + QP
COMBO BREAKER:
Combo Breaker: b,f + any Punch/Kick
Unbreakable Combos:
1. d3, hcb f6
2. d3, hcf2, combo ender or hcb f6
3. d3, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
4. any opener, hcb f2
5. savage blades/ flipkick/ or any jungle leap opener, hcb f2 or hcb f5, combo ender or hcb f6
6. f6, combo ender or hcb f6
7. f6, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
8. drop in attack, hcf2, combo ender or hcb f6
9. b3, hcf2, combo ender or hcb f6
10. b3, hcf2, hcb f2 or hcb f5, combo ender or hcb f6
Combo Opener Counter Chart:
|Savage Blades| Mantis |Flip Kick
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 3, hcf2 then hold f and press 2 repeatedly for her double counter opener, 1, 32, hcb f5, 4, 65, hcb f2, 1, 32, hcb f5, f6, hcb f2, f6, cB F6(ultra), hcb f6(super)
78 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), 3, hcf2 then hold f and press 2 repeatedly for her double counter opener, 1, 32, hcb f5, 4, 65, hcb f2, 1, 32, hcb f5, f6, hcb f2, f6, cB F6(ultra), after the ultra is finished hcb f6(super)
How Maya Works:
Maya has what you would call an abundance of combo openers.
The Savage Blades opener is a 2 hit opener and does not require a charge and can also be done with a hcf motion. when blocked, it does decent chip good chip damage and is an excellent super meter builder.
Her Mantis opener and Super Mantis opener are overhead attacks so they will hit opponents who are crouch blocking. both openers also go through projectiles. the normal mantis opener does not require a charge and can also be done with a hcf motion.
The Flipkick opener isnt all that great as an opener because its got little range and her other openers are just flat out better. this move is mainly used as a linker or to counter another combo opener. this opener does not require a charge and can also be done with a hcf motion.
The Jungle Leap and Air Jungle Leap openers are great. from a distance the jungle leap with 6 will go full screen and is great for punishing projectiles. the jungle leap with 4 doesnt have that much range but its good from about sweep range to close range. the air jungle leap is great for jumping in or way from your opponent, then coming down with this opener. any mis-timed or wiffed attack by your opponent will eat this opener every time you do it. this opener also makes it hard to jump with maya in an attempt to follow her. if done from the right ranges the jungle leap with 4 and 6 have the ability to hit the opponent on their back side and become a cross up meaning they opponent must not block this move the opposite way they were facing. the jungle leap does not require a charge and can also be done with a hcf motion. the aire jungle leap does not require a charge and can also be done with a hcb motion.
Pressure Move to Savage Blades builds meter VERY fast when blocked.
For anti-air Maya has her Cobra Bite but this move can sometimes take to long to come out for some last second anti-air punishment. you may find her d6 normal attack a bit easier to anti-air with.
SABREWULF:
SPECIAL MOVES:
Sabre Flip: b,f + FK
Sabre Wheel: b,f + MP
Sabre Pounce: b,f + FP
Sabre Spin: b,f + MK
Sabre Howl: b,f + QP
Fake Sabre Howl: b,f + QK
SUPER MOVES:
Super Sabre Flip: f,d/f,d,d/b,b,f + FK
Sabre Fireball: f,d/f,d,d/b,b,f + FP
Sabre Stomp: f,d/f,d,d/b,b + FP [(while in the air) stuns opponent]
SUPER-LINKERS:
Super Sabre Wheel: f,d/f,d,d/b,b,f + MP
Super Sabre Spin: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Sabre Flip: b,f + FK
Sabre Pounce: b,f + FP
Sabre Spin: b,f + MK
5th Finisher: b,f + QK
COMBO BREAKER:
Combo Breaker: b,f + any Punch/Kick
Unbreakable Combos:
1. d6, hcb f6, ff, hcb f6
2. d6, fb5, combo ender or hcb f6 then ff hcb f6 again
3. d6, fb5, hcb f5, combo ender or hcb f6
4. any opener, hcb f6 then ff hcb f6 again
5. sabrespin or sabrewheel,combo ender or hcb f6 then ff hcb f6 again
6. sabrespin or sabrewheel, hcb f5, combo ender or hcb f6
7. f6, fb5, combo ender or hcb f6 then ff hcb f6 again
8. f6, fb5, hcb f5, combo ender or hcb f6
9. b3, fb5, combo ender or hcb f6 then ff hcb f6 again
10. b3, fb5, hcb f5, combo ender or hcb f6
11. drop in attack, fb5, combo ender or hcb f6 then ff(dash) hcb f6 again(requires full super meter)
Combo Opener Counter Chart:
|Sabrespin |Sabrepounce |Sabrewheel
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
77 Hit Ultra -
b1(counter), 2, bf5 then hold f and press 5 repeatedly for his double counter opener, 1, 32, hcb f2, 1, 32, hcb f2, 1, 32, hcb f2, f6, hcb f2, f6, cB F4(ultra), hcb f6(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter)bf5 then hold f and tap 5 repeatedly for his double counter opener, 1, 32, hcb f2, 1, 32, hcb f2, 1, 32, hcb f2, f6, hcb f2, f6, cB F4(ultra), hcb f6(super),cB F3, cB F3, cB F3, cB F3, cB F3
How Sabrewulf Works:
The Sabrespin is an awesome opener. it does great damage, doesnt require a charge, can be done starting with f as well as b, hits twice thus making it easy to hit confirm, and its GREAT for building super meter when its blocked as well as doing great chip damage. overall, its one of the best openers in the game.
The Sabrewheel takes a back seat to the Sabrespin. although it also doesnt require a charge and can be done starting with f as well as b, it doesnt do as much damage on hit or block and it doesnt build as much meter on block either. this move is mainly used as a linker or to counter other openers.
The Sabrepounce is a low opener that goes through projectiles and can be held in place by holding 3 then you can release 3 when you want him to pounce. you can cancel the charged pounce by pressing 2. this is a very fast low opener and it also doesnt require a charge and can be done starting with both f and b.
The Claw Fireball is his projectile but it requires super meter. when it hits it completely drains the opponents super meter.
His Blue Flame is a super dizzy move. anytime opponents throw a projectile you can punish them with this by jumping over it and coming down with the blue flame dizzy. you can also catch opponets attacking carelessly with this move.
Sabrewulf is 1 of only 2 characters that can quickly dash forward or backward. by tapping ff or bb the sabre hop closes in and retreats very fast.
The Super Sabre Flipkick is the best super in the game. when it hits sabrewulf can ff sabre hop and do the super again. this requires a full super bar.
Sabrewulf's overhead has the best range in KI2. use it without mercy to punish players who crouch block all day.
Sabrewulf's Sabre Flipkick is the best anti-air in the game. it can be done starting with f or b so its easy to snap out.
The ranges on some of Sabrewulf''s normal attacks are ridiculous especially his d6.
Pressure Move to Sabrespin gains meter FAST! if you need meter, abuse this.
The Sabrehowl builds 1 super block per howl and you must hold down 1 to keep him howling. you can input a special move while he howls and after 1 howl the move will come out.
The Fake Sabrehowl is mainly for baiting someone trying to punish the real sabrehowl. you can instantly come out of the fake howl with any special. this move is useless at higher levels of play
T.J. COMBO:
SPECIAL MOVES: COMBO is a CHARGE CHARACTER (the only one in the game)
Spin Fist: (f)...b + QP
Powerline: (...f + FP
Roller Coaster: (...f + MP or (f)...b + MP
Skull Crusher: (...f + FK
T.J. Tremor: (f)...b + MK
Turn Through: (...f + QK
T.J. Air Tremor: b,d/b,d,d/f,f + MK
Cyclone: (FP)...release FP
SUPER MOVES:
Dash Frenzy: f,d/f,d, d/b,b,f + FP
Super Roller Coaster: f,d/f,d,d/b,b,f + MP
Super Tremor: f,d/f,d,d/b,b + MK [(can also be done in the air) stuns opponent]
SUPER-LINKERS:
Super Spin Fist: f,d/f,d,d/b,b,f + QP
Super Roller Coaster: f,d/f,d,d/b,b,f + MP
COMBO FINISHERS:
Spin Fist: (...f + QP
Powerline: (...f + FP
Turn Through: (...f + QK
Floor Punch: (...f + MK
5th Finisher: (...f + FK
COMBO BREAKER:
Combo Breaker: b,f any Punch/Kick (no need to charge it, but works both ways)
Unbreakable Combos:
1. drop in attack, hcb f3
2. drop in attack, cF B1 or cF B2, combo ender or hcb f3
3. f6, combo ender or hcb f3
4. f6, cF B1 or cF B2, combo ender or hcb f3
5. f6, cF B1, hcb f2, combo ender or hcb f3
6. b2, cB F1,d3, powerline
7. b2, hcb f2, combo ender or hcb f3
8. b2, cB F1, hcb f2, combo ender or hcb f3
9. hcb f2, combo ender or hcb f3
10. d6, hcb f3
11. d6, rollercoaster, combo ender or hcb f3
12. cB F6, hcb f2, combo ender or hcb f3
13. rollercoaster or double spinfist, d3, powerline
14. rollercoaster or double spinfist, combo ender or hcb f3
15. rollercoaster or double spinfist, hcb f2, combo ender or hcb f3
*NOTE: Combo can end any combo with d3 then powerline*
Combo Opener Counter Chart:
|Spinfist |Rollercoaster |TJ Tremor
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
75 Hit Ultra -
b1(counter), cB F2, 1, 32, hcb f2, 4, 65, hcb f2, 4, 32, hcb f2, f6, hcb f2, f6, cB F3(ultra), hcb f3(super)
80 Hit Ultra -
(AFTER JAGO SPIRIT MOVE ONLY)
b1(counter), cB F2, 1, 32, hcb f2, 4, 65, hcb f2, 4, 32, hcb f2, f6, hcb f2, f6, cF B3(ultra), wait until ultra has finished hcb f3(super), f6, hcb f3, f6, hcb f 3
How TJ Combo Works:
The Rollercoaster is his best opener. it goes through fireballs, hits low, and can be done by charging back or forward which means that you can now do the rollercoaster by walking toward your opponent.
The Spinfist and Double Spinfist are both pretty fast openers and the fact that by charging forward you get the double spinfist means that you can use this opener while walking toward the opponent. going from a double spinfist to a combo ender is very easy to do which is good because its unbreakable.
The TJ Tremor is an overhead opener and can beat out crouching normal fierce and roundhouse attacks which is something that the standard overhead doesnt do. you can do this move from a distance and it causes Combo to run toward the opponent with the opener. using the opener from close to sweep range is where it has its best effect.
The Powerline can be canceled into the rollercoaster allowing you to run forward then rollercoaster. you can use the tj tremor as a mixup here because the run animation of the tremor is the same as the powerline so when the player goes to low block thinking you are doing a powerline to rollercoaster cancel they get hit by an overhead tj tremor. this is mainly to be used just outside sweep to MAYBE half screen range but never any farther.
His pressure move works great for building super meter if it gets blocked. f6 then double spinfist is the best way to gain meter on a guarding opponent. using the rollercoaster isnt as good as an option as the double spinfist because it
Combo isnt that great for anti-air. use floating jump attack forward or backward with 3 or 6.
The Run Past move has Combo do a run through to the other side of his opponent that can sometimes catch opponents off guard for free openers but it can also go through their attacks including recovery moves and give you an easy back turned opener. the run past can also be used to get tj out of corners. now, i'm gonna be totally honest here... the odds of doing a run past and then confusing you opponent with a mixup when you get to the other side or catch them blocking the wrong direction are 0.0% at high level. its ok for going through an attack and then you can opener while the attack recovers and its good for getting Combo out of corners. using this move to catch the opponent blocking the wrong way WILL NOT WORK vs a good opponent.
The Super Tremor is unblockable and when it hits causes a dizzy and he can do this move while in mid-air. the only way to avoid this move is to jump out of it or hit Combo out of it. you can use this vs super turtles by doing it out of a cross up jump. using the cross up jump to super tremor is one if the best ways to land this move because it makes harder to anti-air him out of the move.
Normal attack d3 is great to use to quickly end any combo. it will launch and gives a free powerline.
Combo's b2 overhead vs crouching opponents cant be used to link in any openers except for the spinfist or super rollercoaster. when b2 hits your best combo options would be spinfist/ super rollercoaster into a breakable or unbreakable combo, f6 into a combo, or manuel double into a combo. the f6 and manuel doubles are both breakable.
SPINAL:
SPECIAL MOVES:
Skele-skewer: d,d/f,f + MP
Flame Blade: d,d/f,f + FP
Soul Drain: d,d/f,f + QP
Skull Scrape: d/f + FK
Power Devour: ( + QP
1 Skull Summon: d,d/b,b + MP
All Skull Summon: d,d/b,b + FP
Skeleport (requires a skull): d,d/b,b + any Kick
Searing Skull (requires a skull): d,d/f,f + any Kick
SUPER MOVES:
Grim Reaper: d,d/b,b,d/b,d,d/f,f + FP
Super Searing Skull: d,d/b,b,d/b,d,d/f,f + FK
Stunning Skull: d,d/b,b,d/b,d,d/f,f + MK (stuns opponent)
SUPER LINKERS:
Super Skull Scrape: d,d/f,f,b + FK
Super Flame Blade: d,d/f,f,b + MP
COMBO FINISHERS:
Skele-skewer: d,d/b,b + MP
Quick Skeleport: d,d/b,b + QK
Medium Skeleport: d,d/b,b + FK
5th Finisher: d,d/f,f + QP
COMBO BREAKER:
Combo Breaker: d,d/b,b + any Punch/Kick
Unbreakable Combos:
1. d2 or d5, qcf2, combo ender or hcf6
2. d2 or d5, qcf2, hcf b6, combo ender or hcf6
3. any opener, hcf6
4. any opener, hcf b6, combo ender or hcf6
5. f3, combo ender or hcf6
6. f3, qcf2, combo ender or hcf6
7. f3, hcf b2, combo ender or hcf6
8. f3 qcf2, hcf b6, combo ender or hcf6
9. b3, qcf2, combo ender or hcf6
10. b3, qcf2, hcf b6, combo ender or hcf6
11. drop in attack or dart kick, qcf2, combo ender or hcf6
*NOTE: Spinal can end any combo with his qcf1 soul drain as long as 5th ender isnt active*
Combo Opener Counter Chart:
|Flame Blade |Skull Scrape |Skeleskewer
--------------------------------------------------------------
Fulgore | Cyber Dash |Plasma Shield | Eye Laser
TJ Combo |TJ Tremor | Spinfist | Rollercoaster
Orchid | Flik Flak | San | Tiger Slide
Jago | Windkick | Laser Blade |Ninja Slide
Glacius | Cold Shoulder | Liquidize | Icy Grip
Tusk | Boot Kick | Web of Death | Skull Splitter
Spinal | Skeleskewer | Flame Blade | Skull Scrape
Kim-Wu | Tornado Kick | Firecracker | Split Kick
Sabrewulf | Sabrewheel | Sabrespin | Sabrepounce
Maya | Flip Kick | Savage Blades | Mantis
Biggest and Most Flashy Ultras:
64 Hit Ultra -
Skull Scrape, 2, hcf b2, f3, hcf b6, f3, hcf b2, f3, hcf b6, f3, hcb3(ultra), hcf6(super)
67 Hit Ultra -
f3, hcf b6, 5, 65, hcf b2, f3, hcf b6, 2, 32, hcf b2, f3, qcb3(ultra), hcf6(super)
71 Hit Ultra -
qcf2, 1, 32, hcf b6, 5, 65, hcf b2, f3, hcf b6, 2, 32, hcf b2, f3, qcb3(ultra), hcf6(super)
How Spinal Works:
The Flame Blade isnt that good as a combo opener mainly because of its lack of range. this move is best used either as a linker or to counter another combo opener.
The Skeleskewer has got range and comes out decently fast. if you land this move from its max range then you need to followup with f3(breakable) or super skull scrape linker to continue the combo because you will be out of range for anything else.
Spinal's Skull Scrape opener is a low opener and can be done either by inputing db, d, or df then 6. the direction you use depends on the range of the move. spinal recovers faster from the skull scrape when done with db or d. this move also goes under projectiles.
His Grim Reaper is a super opener and acts like an overhead so it can hit opponents who are crouch blocking. this move goes through projectiles.
Instead of the standard KI2 b1 counter, Spinal has the b1 Power Devour. when a projectile is thrown at spinal he can absorb the projectile without taking any guard damage and by doing this he gains1 skull. spinal can do this until he has absorbed the max amount of skulls which is 6. after spinal has 6 skulls, if he tries to power devour a projectile he will be hit by it.
The Soul Drain is an awesome move. it doesnt matter of you block it or it hits you, if this move touches you in any way it drains super meter from you and gives it to spinal. this move can also be used to finish juggles as long as his 5th ender isnt active yet. this move is devastating because of how important super meter is in KI2. using this move doesnt give opponents a chance to use their super moves or ultra breaker. this move also gives spinal an advantage over the rest of the characters when it comes to building super meter. in KI2 the 2 main ways to gain meter are to either have your attacks blocked or by getting hit by your opponents attacks. with the soul drain not only does spinal get meter the standard way, but now when he hits you (thus giving you meter) he can take your super meter and gain it.
The Skeleport allows spinal to teleport either in place, in front of, or behind the opponent. canceling the skeleport with the skeleskewer, the grim reaper super opener, or the skull scrape opener allows spinal to come out of the skeleport animation faster then with normal attacks. you can do this to catch opponents blocking the wrong way or for a mid/low mixup but this trick will mainly work at lower to mid levels of play. the skeleport doesnt require any super meter but it does require skulls.
The Skull Summon and Super Skull Summon has spinal gain either 1 skull with the standard skull summon or gain the max 6 skulls with the super skull summon.
When jumping away from the opponent you can use the Dart Kick to dart back in toward them and start a combo. you can also use this move if you jump over a projectile from a range normally out of reach from jump-ins and dart kick in for a combo.
His recovery move comes out as the Skull Scrape so it hits low and starts a combo.
For anti-air Spinal can use his d3 normal attack. now, you cant just mash it out when you see someone jump. time the move right and it will anti-air. another anti-air option is jump back or forward with floating jump attack 3 or 6.
The Soul Fire is his projectile. it doesnt require meter, just 1 skull per projectile. the speed of the projectile depends on the kick you use (4= slow, 5= medium, 6= fast).
The Dizzy Skull is like the soul fire only it requires meter, goes through other projectiles, and when it hits causes a dizzy.
When you use Spinal's overhead, if you try it from db crouching you will get is d3 normal attack if the opponent stands up to block. basically its the same problem the move had in KI1.
Spinal doesnt gain a whole lot of super meter by using his pressure move to openers on block. you also cannot link the skull scrape opener off of his pressure move.
Spinal is 1 of only 2 characters in the game with a back dash and forward dash. he can close in and retreat very quickly by tapping ff or bb.
GARGOS:
to access GARGOS, wait until the opening screen scrolls to a character bio, then when the bio pops up, enter the code Z,A,R,Z,A,B at about the same speed as a standard MK dial-combo/button linker. If you have done it correctly, you will hear GARGOS's evil laughter as a confirmation. The button inputs (Z,A,R,Z,A, are from the N64 controller, so YOU must figure out what they are in correspondence to your Mame controller of choice.
Thanks for the "Thanks", you guys/girls are all very welcome. It was my pleasure to help.
GARGOS's moves are unavailable at this point in time from my source, but i will find and post them very soon. If you have figured out how to access GARGOS before this happens, let me know, and i will make it happen.
____________________________________________________________________________________________________________________
originally posted by MKKHANZO-
KI 2 arcade MKK Tier Listing:
WORK IN PROGRESS
TOP:
Maya (tie)
Sabrewulf (tie)
HIGH:
Jago
Tusk
Glacius
Orchid
MEDIUM
Fulgore
Spinal
Gargos
BOTTOM:
Kim Wu
TJ Combo
QUICK CHARACTER OVERVIEW:
Maya:
BF + MP is overpowered. It builds meter fast. It seems thats is one of the only moves that doesnt follow the paper-scissor-rock rule cause it sometimes beat out too much specials. Serves as a deadly wake up. Maya has HARD to break normals so basic stuff like universal overhead (UOH)>BF+MP>HkBF+MP>Super are deadly and extremely easy to do and connect. Great C. Mp and C. Mk. BF+QP is THE BEST special antiair (non super). Unbeatable, totally invencible for like a whole second. As a wake up is deadly. It doesnt even trade hits with supers they just dont touch each other. Its a launcher too and can be followed by BF+FK or Super/Double Super for easy damage. Evoerall great mobility and annoy factor high! Easy breakers motions means you can mash till break(BF+any button). Air combos leads to super. Can double super and double counter.
Sabrewulf:
Sabrewulf is the only char in the game that can DASH back and forth so use this for rushing or escaping. Second best AA in game (BF+FK), it launches in a combo and setups for Super or aa S. FP. As maya has the very best AA, Wulf has the very best and most broken move in the game. FB+MK after a dash (double claw spin). Shit is invincible, unbeatable and if you dont block and press any button when you are down it almost OTG you. Best option is to block and it does like 8% in chip damage. If you attempt to reversal/wake up it, nothing happens. Both attacks passby each other OR worse: Wulf connects the damn spin and from there is easy 50%. Wulf is the best meter builder in the game. Any blocked FB+MK (you must block it!) gives him meter. After any combo he Howls and its Free Meter. Breakers give him meter (Easy breakers motions). Super Double Kick is unbeatable and totally invincible. it must be punished in air due to the FEW frames open on landing (Same with BF+FK). If connect you can dash> Super again then Howl till charge something. Air Tremor that stuns and grant Free combo (Thx god its blockabkle). Great annoy factor to deal with cause when he knocks you down its NOT 50/50 situation. Its like 70-30% that he will spin to chip/build or combo you(some ppl dash dash then UOH but that is very risky). Some feints involving fake howl and BF+FP. Air combos leads to super. Can double super and double counter. Fireball super sucks.
Jago:
Picture Ryu status on SF (aside from the obvious rip off moves). Jago can HANDLE any character in the game but fails to be top due to not having anything broken (forget about Jago's spirit, that is useless). Some zoning thx to different speeds fireballs and invincible DP. Nice presure guessing thx to red fireball too (it doesnt belong to paper-scissor-rock so it must be blocked). Nice char for building meter. Have nice Juggles at his disposal at almost any moment (After a combo throw, ending a combo with a 6 hit + slide, etc). Nice reach on UOH. Double Laser Sword chips nicely. DP can be juggled by another or better a Super. Short reach DP but kind of hard to punish. DP can be cancelled by Wind Kick if it doesnt hit (almost useless)Wind Kick is nice and isnt as vulnerable as it was in KI 1 when blocked. QK Wind patterd as faints are nice outside sweep distance. Shadow Spin Kick goes throug proyectiles and if it hitss aa you can follow with F+FK>Super. Super leaves him very vulnerable. Ultimate Move (Dragon beam) is nice but very vulnerable if blocked. Can be crouched under. Fast autodoubles from Lk. Crouched FP is a launcher that can be followed by Super. Best fro Jago are his screams (LOL im a Jago fanboy). His feint set ups some SF fireball>DP esque setups. Air combos, DP, ending Ninja Slide combo, Combo throw all lead to Super. Can pressure counter. Fireball super sucks, dont use it.
Tusk:
First of all: Tusk has massive reach and does insane damage and is badass as hell. That is 50% of Tusk info. DP=insane reach an damage. Can juggle 2 consecutive. Air combos leads to Web of Death x 2, then DP or Super. C. Hp is a launcher and in corners can do Super > WOD x 2 > Super > WOD > DP (LOL). WOD is nice for pressuring and Chipping. DONT use for chip his Ground flame Super! aa DP Super is sick but sometimes it doesnt get all hits. Boot Kick sucks and can be bunished on block. Tusk have less attacking patterns than Jago and his options at atempting combos are limited like C.Mk into Special or C.Fk>C.Mk> Special. Fake Skull Splitter is kind of nice but can be scouted. HCB+QP (backstab) is nice and can actually confuse foes but scoutable with a nice parry. Dont follow it with autodoubles cause all of Tusk are slow. Hich reach on UOH. Shadow moves are kind os useless. Meteor Shower (Ultimate) is kind of good for chipping at someones when they are low on health and backs them up veeeery far for retaliate (watch shadow moves). Not a very good meter builder (he doesnt need that too). Tusk stage make him top too (hehehe more fanboyism!!). Air combo and D+FP leads to Web of Death x 2 then Super. Can presure counter.
Glacius;
First annoy factor from Glacius is that his main pressure move is a Low (D+FK)so that forces a lot of low blocking and guessing cause the UOH. AA DF+FP is VERY good and allows for a free DF+FK. Teleports arent that good and Super teleport is "kind"of usable. There are still better usages for his super meter. Super fireball sucks unles you want to chip at block. Grab super is VERY good. DF+QP is good if you mix up after it. You can just leave it like that or jump with an atack, bait a breaker (DP characters are vulnerable), etc. Air combos grants nothing aside a DF+FK or F+FK. Can presure counter.
Orchid:
FDB+MP is a 3 hit attack. First hit goes through the paper-scissor-rock rules but not 2nd and 3rd. 3rd hit is punishable on block. They can be delayed between hits allowing guessing. Nice DP and VERY hard to punish even if whiffed with QK. Slide is good. Super tend to whiff badly on blocked opponents. Tiger super is VERY good and fast and pass through proyectiles. Slow pressure move. Throw leads to super combos. Kind of good zoning with proyectiles. Air combos that leads to super. Can double counter.