TIP: Click on subject to list as thread! ANSI
echo: arcade_games
to: DAI YONG
from: MARC BIGRAS
date: 1996-12-23 01:10:00
subject: ki II [02/10]

 >>> Part 2 of 10...
you do a combo you can get alot of life off the person, but Combos
are limited depending on how you put the special moves and button presses
together in a certain order. After you finish a kombo the screen shows the 
# of hits and % of damage to the guy you just combo'd. Also, durning the 
combo, the power meter will leave a shadow of where the powerbar was when
you started the combo till when the combo ended.  Combos will also help
you build up a Super Bar for your Super Moves. A Manual Combo is done like
in Mortal Kombat 3, in other words no special moves. An Auto-Double Combo 
is explained in the Auto-Double Combo area above. By the way, the combos
have to be better timed now.  You can't just hit some connecting buttons
or special moves until it dose it.  You must now be more percise with the
button presses and have them timed with the screen.
Super Moves:
 In order to do a Super Move, you must build up your Super Meter located
below your Power Meter.  There are three levels on your Super Meter.  The  
higher the level the stronger the Super Move will be.  To build up your
Super Meter you must hit the other fighter while they are blocking.  Another 
way to build up your Super Meter is to take hits from the other fighter.  
Also, you can do a power move, like Sabrewulfs howl, that will power your
Super Bar up. There are exactly five Super Moves per characture.
Ghost Moves:
 What Ghost Move dose is bring you back to life as a ghost with about a
1/4 of your power back.  You can still even win, when there is a "Time Out"
match.  To execute an Ghost Move, all you do is exactly when you are hit
by a hit that will kill you, you must do the movement listed for that 
characture and you will be brought back to life as a ghost.
Combo Breakers:
 Pulling off a combo breaker in KI was sometimes a dicey proposition. 
Unless you were an expert at your opponents moves, you'd often find
yourself playing punching bag.  KI 2's simplified combo breaker system
gives you a better chance at striking back.  No more futile jabbing at
the attack buttons, trying to guess the strength of your opponents attack.
With the new system, punches break kicks and kicks break punches.  When
the first hit of an auto double connects, a window of opportunity opens
that allows the fighter being hit to whip out a combo breaker.  This
"breaker window" stays open until the first hit of the linker.  An as
added bonus, your second combo breaker in a given match is now worth two 
hits, the third is worth three hits and so on...
 Some of the auto doubles in the first KI consisted of a punch and a kick,
but in KI 2, all auto doubles consist of two punches or two kicks.  This 
makes it easier to see the "breaker window".  Combo breakers also work
against combos that start with an opener/slap/linker sequence, but you'll
only have a split second between the slap and the first hit of the linker
to launch one.
No Mercys:
 I have no idea how many of these there are.  So far I know that there
are at least one per person.  To do one of these, since you don't get
any time to do one once they are dead, you must make sure that there 
Power Bar is blinking red on the second Power Bar.  Then you do the 
No Mercy move and if they are blocking it either will not happen or
only part of it will happen.  EX. Tusk calls on metors and small ones
will start to hit but they can block it.  It will take off a bit of 
energy though.  If it dose kill them a huge metor will then follow the
small metors and crush them.
Ultimate Finishers:
 There are exactly two of these per characture.  To do an Ultimate, you
must first get your opponents power bar blinking red on the second life
bar.  Then you must do a combo and then durning the combo you need to
do the Ultimate Finisher Move.
Ultra Combos:
 To execute an Ultra Combo you must be doing a combo when the opponent is
blinking red on their second life bar. Then durning the combo you must 
execute the move listed for that characture.  There are at least two of
these per characture.
Pseudo Ultra Combos:
 A Pseudo Ultra Combo is the exact same thing as an Ultra Combo, but
an Pseudo dose like double or triple the hits as a regular Ultra dose.
The reason you are allowed so many hits is because you may contribute
extra hits by tapping buttons and doing special moves durning the combo.
Shadow Moves:
 Well all Shadow Moves are, are moves that will take off more energy
and they will make about 5 shadows trailing behind you as you do the 
move.  You can also incorperate Shadow Moves into combos and it will
make the rest of the combo a shadow.
Pits:
 Pits are virtually done the same way as in the first KI.  The pits are:
The Well, (you must bust through Sabrewulf's Castle wall to get to it);
they fall into a bottomless well and then the screen turns red for a few
seconds. The Dojo Pit; they fall off the top of the Dojo, hit the side 
of the cliff and then are impaled on a tree.  The Waterfall Pit; they fall
off the bridge and hit the water and drown to the bottom of the falls.  
The Bottomless Pit; this is Gargos's board, virtually all you do is fall
for ever and the screen turns red.  If you do this to Gargos he falls while 
on fire, then hits the bottom and explodes. There are other pits, but
I have forgot where and what they do.
Super Linkers:
 Linkers were originally developed as a way to include a multi-hit special
move in the middle of a combo.  Not only are they cool to watch, but they
also rack up alot of extra damage and points.  Now the emphasis is on 
variety and unpredictability.  With four linkers per fighter instead of 
one, there are hundreds, perhaps thousands, more combos to choose from.
Two of a fighters four linkers are Super Linkers, which I have listed
on the following pages.  Besides adding extra hits, performing a Super 
Linker when you've got a full power meter can turn a normal combo into 
a special effects-laden masterpiece!  Like I said I have listed all the
Super Linkers and have done this by placing an "!" by each Super Move 
that can be used as a Super Linker.
Throws: 
 Now in Killer Instinct 2, you may throw a person. Sometimes the combo
you are doing will do an auto throw for you.  But beware, a person can
counter attack a throw by turning the throw around and throwing you. 
To throw someone you must press F+FP durning a combo or when you are close
to the opponent.
1111111111111111111111111111111111111111111111111111111111111111111111111111
11                                 TUSK                                   11
1111111111111111111111111111111111111111111111111111111111111111111111111111
This burley barbarian is slower than most of the combatants, but what he 
 >>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
---------------
* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)

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