killer instinct gameboy walkthrough

  ##    .# @@.    | Killer Instinct
 ###   .## @@@.   | On Gameboy 
#### .###  @@@@.  | By Viper_Diamond
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#######    @@@@@  | Email me at:
#######.   @@@@@  | 
####^###.  @@@@@  | AIM: RWAD64
####  ###. @@@@@  | Last Update:
####   ###.@@@@@  | 
####    ###@@@@@  | 10/28/01
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Killer Contents (cute little name I picked up from the SNES instructions)

1. Introduction
2. Updates
3. Story
4. Moves
   a. Chief Thunder
   b. Eyedol
   c. Fulgore
   d. Glacius
   e. Jago
   f. Orchid
   g. Sabrewulf
   h. Spinal
   i. T.J. Combo
5. End
6. Copyright crap

Note: I still don't have the exact word for word endings for some characters. 
If you know some that I don't have or know what something is that I didn't 
get that word it would be much appreciated. Otherwise it might be awhile 
until I get the endings. I haven't had the motivation to try to suffer 
through the game again and win with Thunder by cheesing off Eyedol...
1. Introduction
Well, I bought this from a friend when he was going to sell every Gameboy 
game he had and his Gameboy. I got it for $3, which is basically nothing it 
seems to me. Anyway, he got a Gamegear with it. And 3 games he can't make 
hardly any process on as well. (Sonic The Hedgehog, Sonic The Hedgehog 2, and 
Batman Forever) Real fun...not. Now he regrets it...heh. Lesson learned here 
folks, is: Don't sell your Gameboy for a Gamegear. Simple, huh? And it 
doesn't help that sometimes it doesn't want to work, either.
2. Updates
10/28/01 - Changed my name and the legal stuff.
03/11/01 - Got Orchid's ending almost, just missing a word or two, that will 
be fixed soon, and I fixed misspellings, changed a few things, added in a few 
finishers, and listed several combos for Fulgore, a few for Jago, and one for 
02/07/01 - Added the story from the SNES manual (thanks to No1AceRob for 
that) and added in the rest of Eyedol's moves. Also fixed something on 
Fulgore's ending. Don't worry, I'll get the other ending things fixed 
sometime in the near future. With some luck...Also got some spelling fixed on 
some moves.
12/21/00 - First version of the FAQ submitted. Don't have all the endings 
though. And some I am not completely sure on if I got every word right. Some 
I know I didn't. Yes, I am doing every ending word for word. I have too much 
time on my hands with these school breaks...
This is taken from the manual to the SNES version. Thanks to my real life 
friend who online used to use No1AceRob as his screen name. Now I think it's 
Gunbuster. Not sure. Anyway, major thanks for letting me borrow the manual 
from him. Thanks Rob!

Do You Have The Instinct?

Prologue: A wind-swept battlefield of the distant past, littered with the 
debris of war. Above the moans and cries of the defeated can still be heard 
the clashing sounds of a single titanic confrontation. Two great warlords, 
leaders of their now smashed armies, are locked in battle, with the world 
itself as a prize. But this epic battle is not to have a conclusion. 
Suddenly, the warlords were engulfed in a nimbus of light, and vanished from 
the face of the earth, banished to the realm of Limbo. The battle-weary 
heroes whose spell had trapped the warlords heaved a sigh of relief. 
Armageddon had been averted, for now.

The Future: The world has seen much progress in the centuries since the 
warlords were banished, not all of it for good. Pollution has weakened the 
environment. Governments have fallen. Chaos rules, with huge mega - 
corporations battling and destroying each other for shares of the world's 

 In this bleak world, a single corporation, Ultratech, rises above the 
others. Rather than joining in direct battles with their competitors, 
Ultratech has profited from their suffering by selling them the very weapons 
they use against each other. Sales of weaponry are not the only source of 
profit for Ultratech, however. Their entertainment division produces the top 
rated television broadcast of the future, the Killer Instinct tournament, 
which also serves as a testing ground for Ultratech's weapons. The winners of 
the tournament are promised whatever they desire. The losers suffer a 
significantly poorer fate.

 It is into this bloody contest that our heroes have been drawn. T.J. Combo, 
disgraced heavyweight champion of the world who seeks redemption. Glacius, a 
captured alien fighting for his life and a chance to escape. And the deadly 
robot Fulgore, programmed by Ultratech with a Killer Instinct and the freedom 
to use it. Each fights for his or her own reasons, but each ahs the same 
goal: win the tournament and destroy all opponents.

 It will take more than radical moves and deadly special attacks to win this 
tournament. It will take a will, a desire; it will take a Killer Instinct.
4. Moves
First off, a major note. These are performed the way they are listed if you 
are on the left. If on the right, reverse the left and right.

\/: Down
<-: Left
->: Right
\|: Down-Right
|/: Down-Left
P: Punch
K: Kick
PK: Either punch or kick, it doesn't matter which.
(2s): Hold that for 2 seconds)
(Hold): Don't just tap, hold it for a short moment.
(Tap): Tap it very quickly.
<><><><><><><><><><><><><><><>CHIEF THUNDER<><><><><><><><><><><><><><><><><>
Age: 42

Height: 6'2"

Weight: 280 LBS

Thunder entered the contest to find his brother who has been missing since 
the last tournament.

Thunder is sort of good, but I always get annoyed trying to pull off a 

Phoenix: \/, \|, -> K
This is your general fireball attack, and I have no idea why the morons made 
it a kick. No I really don't...freak, it's an attack that comes out of his 
hand, not out of his shoe...geez...

Sammamish: ->, \|, \/, |/, <- P
Tricky attack that is very good for hitting people when they jump. Sometimes 
good for when the opponent is on the ground, but far better using it in for 
those in the air.

Triplax: <- (2s), -> P
A nice spinning charging attack that can be very useful for starting and 
linking in combos.

Tomahawk: (While in air) \/, |/, <- P
This, rather than zooming up like Sammamish does, makes you go down while in 
the air. Nice attack for hitting someone when they walk a ways off.

Combo Breaker: ->, \|, \/, |/, <- P (Sammamish)

Phoenix Burn: <-, -> P
Here Thunder does a Phoenix and burns the opponent, killing them.

Strange dance: <-, -> K
Here the opponent does a strange dance, then stands there, confused.

Age: 1

Height: 6'5"

Weight: 560 LBS

A prototype cyborg soldier developed by Ultratech. Entered into the contest 
as a final test of its abilities before mass production can begin.

Fulgore and Jago are the Ryu and Ken of KI. Both have close to the same 
moves. Well, both have a fireball and a vertical rising punch...

Cyberdash: <- (2s), -> K
A charging move which does nice damage by itself, ignoring how useful it is 
on starting up combos. Also, when it's over, if you're fast, you can pull off 
a Plasmaslice if you missed, and it might hit. No recovery time inbetween the 
2 moves. But still the same slow fall after doing the Plasmaslice.

Double Laser Storm: <-, <-, \/, \|, -> P
Well, it's better than one... 2 in a row.

Eyelaser: \|, \/, |/ K
This shoots a little laser out from Fulgore's eyes that go just a little way 
in front of him. Very useless except for linking in combos.

Laser Storm: \/, \|, -> P
A basic projectile, nothing to scream over...

Plasmaport in front: <-, \/, |/ P
This teleports you in front of the opponent.

Plasmaport in back: <-, \/, |/ K
This teleports you behind the opponent, which can really confuse them...=)

Plasmaslice: ->, \/, \| P
Basically a Dragon Punch from Street Fighter games. A upward attack that hits 
pretty hard. Jago goes more higher and stays more in the position he was in 
when he performed it, Fulgore goes a ways out when he does it. But it is 
good, even if you don't want to keep inching forward every time you do it...

Reflect: \/, |/, <- P
This handy little attack will reflect back fireballs...heck yeah!

Triple Laser Storm: ->, <-, <-, \/, \|, -> P
Now this is what I call good. 3 in a row. Yes, this is the best version of 

Combo Breaker: ->, \/, \| PK (Plasmaslice)


\/ P (while landing), P, ->, \/, \| P: Triple 3 hit combo
Easy combo, just a jump in hit, normal punch, then Plasmaslice. This is a 
good, easy combo that does good damage considering how simplistic it is.

<-, (2s) -> K, -> K, -> K, -> K: Super 4 hit combo
Fulgore will Cyberdash to the opponent, kick twice, and punch to finish off 
the combo. This is a general combo series that will get much more complicated 
and won't have the punch later.

/\, P (while landing), P, >, \/, \| P: Brutal 6 hit combo
Here Fulgore will jump in, hit the opponent while in the air, hit them again 
on the ground, then do a Plasmaslice and it will hit 4 times if performed 

<- (2s), -> K, -> K, -> K, -> K, \| K, \| K ->, \/, \| K: Master 7 hit combo
Start with a Cyberdash, do 3 normal kicks, 2 more Cyberdashes, and a 

<-( 2s), -> K, -> K, -> K, -> K, \/, \| P: Awesome 8 hit combo
This starts with a Cyberdash, kicks 3 times, and gets in 4 hits on a 
Plasmaslice to end this combo.

<- (2s), -> K, -> K, -> K, -> K, \|, \/, |/ K, ->, \/, \| K: Blaster 9 hit 
Here you will start with a Cyberdash, kick 4 times, do a Eyelaser, then 
Plasmaslice to finish it off, for a powerful, 9 hit combo.

/\, K (while landing), -> K, \|, \/, |/ P, \|, \/, |/ P, \|, \/, |/ P, \|, 
\/, |/ P, ->, \/, \| P, <-, \/, |/ K, ->, \/, \| P: Blaster 9 hit combo
This starts with a falling kick, then another kick, then 4 eyelasers, a 
Plasmaslice, then teleport behind to Plasmaslice again.

Ending: The combat test of the Fulgore series has been a success. Mass 
production will begin. A robot controlled empire will soon begin with 
Ultratech in control.
<><><><><><><><><><><><><><><><> EYEDOL<><><><><><><><><><><><><><><><><><><>
Age: That would be telling.

Height: Too tall.

Weight: Really heavy.

Okay, this guy can't crouch down?!?!?! WHAT A BIG CLUMSY OAF!!! Wait, forgot 
"cheap"... Anyway, this is one of those warlords mentioned in the story. The 
other is Gargos, who is in KI2/KIGold.

Fireball: \/, \|, -> P
A normal fireball, nothing different about it...

Headbutt: <- (2s), -> K
A charge attack. This can be somewhat useful at times.

Mace Swing: <- (2s), -> K
This can knock back fireballs even. About the only really good move for him.

Stomp: <- P
This is semi-useful. Sometimes it will help some.

Combo Breaker: <-, -> P

Ending: Victorious again, Eyedol comes across a fan claiming to be his 
mother. Not swayed by her story, Eyedol deals with the situation in the only 
way he knows how.
Age: Unknown

Height: 6'3"

Weight: 300 LBS

An alien from a distant star system. Glacius was captured by Ultratech after 
crash landing in Antarctica. He fights for his freedom.

This guy is by far one of my favorite characters to use. I use him loads of 
the time. Very good attacks.

Cold Shoulder: <- (2s), -> P
A charging attack that is rather useful at times.

Ice Lance: \|, \/, |/ P
This attack launches the opponent into the air. This is excellent for hitting 
someone landing from a jump.

Liquidize in front: \/, \|, -> Hold K
Very sneaky attack. Use this to dodge projectiles as well.

Liquidize in back: \/, \|, -> Tap K
This makes you come up from behind the opponent, but stupidly enough you 
don't attack him while coming up like you do in front. Why...

Shockwave: \/, \|, -> P
This basically makes a bouncing ball go across the screen. A very odd looking 

Combo Breaker: <-, -> PK

Ending: After escaping the grasp of Ultratech Glacius finds and repairs his 
spacecraft. Soon afterward he starts the long and dangerous trip home.
Age: 21

Height: 5'6"

Weight: 190 LBS

A Tibetan warrior monk who, overseen by the Tiger Spirit, enters the contest 
to destroy the evil within.

I've never enjoyed Jago too much. I find him to be more of a hassle then 
anything, as usually the computer will block his Endokukens, and wind kicks, 
attacks me when I get close enough to use a Tiger Fury and Laser Blade, and 
basicly will beat the crud out of me. But still, if you can get close enough 
to Tiger Fury and Laser Blade, and don't have a blocking computer opponent, 
he'll do great. He's great for beginners, with easy to do and learn moves.

Endokuken: \/, |/, -> Punch
A fireball attack. Obvious, but useful at times. Try to use when someone is 
landing from a jump and hit them in mid air.

Tiger Fury: ->, \/, |/ Punch
An uppercut attack. When someone is about to land from a jump, do this if you 
are close enough to hit them. Otherwise try to hit them while landing with a 

Laser Blade: |/, \/, \| Punch
A swift attack, good for starting combos and good for linkers inbetween 
combos. Just beware of how quick it goes by.

Wind Kick: |/, \/, \| Kick
A flying kick, good for starting combos if followed up by other attacks 
extremely quickly, but when blocked, you seem to sit in mid air for a smidget 
of time, which is more than enough for the opponent to stop blocking and give 
you a good whacking. Use very sparingly, as you will have major problems with 
the computer blocking this after you've done it frequently. Beware, and use 

Combo Breaker: ->, \/, \| Punch or kick

Deadly stomach stab: <-, -> P
Jago does 2 Laser Blade attacks, then stabs the opponent in the stomach with 
the blade, killing them.

Strange Dance: <-, -> K
The opponent dances to some music.

\|, \/, |/ K, K: Super 4 hits
This makes Jago Wind Kick, then kick 3 more times.

/\ P (while landing), \|, \/, |/ P, ->, \/, \| P: Brutal 6 hit combo
A jump in punch, then a blade swing, followed by a Tiger Fury using the 

\|, \/, |/ K, K, \|, \/, |/ K: Master 7 hit combo
A Wind Kick, then 5 more kicks, then another wind kick to knock them across 
the screen.

Ending: Jago returns to his shrine for communication with the tiger spirit. 
Jago is one step closer to (not sure what this word was). He must now seek 
out a greater challenge and fulfil his destiny.
Age: 23

Height: 5'6"

Weight: 125 LBS

A secret agent sent to infiltrate Ultratech and send back critical data.

Orchid is interesting, sometimes pretty good, but I just don't care too much 
for her. I don't know, just a bit annoying.

Fire Cat: <- (2s), -> P
This is a decent charging attack which can be comboed. And it's quite quick 

Flick Flak: <- (2s), -> K
This is very good for starting combos with.

Ichi: \|, \/, |/ P (tap)
This is a nice little charging attack which can even be used as a linker.

Lasaken: \/, \|, -> P
A fireball attack. Nice little projectile that is average.

Niguu Girl: \|, \/, |/ P (hold)
This is a very good attack for using in combos. You start it with them, or 
just make a chain of doing it, or maybe it and a low forward punch attack, 
and alternate. Very good attack, better than it seemed for a while to me.

Combo Breaker: <-, -> PK

Ending: Escaping unscathed with top secret information on future plans of 
Ultratech, she rushes back to report. With new data the governments of the 
world can bring down Ultratech before it becomes too powerful.
Age: 45

Height: 5'9"

Weight: 900 LBS

Afflicted with the disease Lycanthropy, Sabrewulf enters the contest on the 
promise of a cure if victorious.

The best character in the game in my opinion. Easy to start combos with, 
heck, he's the first character that I got in a combo with. And, in fighting 
games, I just like characters who aren't human usually (Blanka in Super 
Street Fighter II, Venom and MegaMan in Marvel VS Capcom, etc) so naturally, 
I would like him. Now with the fact he has such good and easy to learn moves, 
he is my favorite in the game. And in the arcade (haven't played SNES since I 
was at a friend's house close to a year ago now, as he doesn't like hooking 
up the SNES as it takes him awhile as well as it sometimes taking lots of 
time to get the gams to work sometimes) Sabrewulf is constantly bleeding out 
of his mouth, dripping it all over. Here they took it out, but with that it 
made it even more apparent he had a disease.

Sabrespin: ->, <- Punch
This move is a nice for starting off combos. Very good if you chain this with 
rolls. It will be a deadly combination.

Sabrepounce: <- 2s, -> Kick
Quick leap across the screen. It hits the opponent, and does great damage, as 
well as its usefulness for starting combos. Great attack.

Flaming bat: \/, |/ <- Punch
A projectile. Good and strong attack. Very useful. It's gotten me out of 
loads of toughies.

Sabrecut: <- 2s, -> Punch
Obvious, but good damage and it launches the opponent into the air. Good for 
a combo finisher.

Howl: \|, \/, |/ Kick
This attack won't do damage, just makes Sabrewulf howl, and get a star by his 
health bar. 

Sabreroll: ->, <- Kick
This is the best move for Sabrewulf to use when starting a combo in my 
opinion. Great move, the main reason I use him so much. It can get in good 
damage, and easy to do. Link it with sabrespins for an easy match.

Combo breaker: <-, -> PK (Sabrecut)

Stomach Slice: <-, -> P
Here Sabrewulf slices the stomach of opponent, which kills them.

Strange Dance: <-, -> K
The opponent dances to some music.

->, <- K, ->, <- P: Super 4 hit combo

Ending: Sabrewulf obtains the cure from the hands of Ultrartech. He howls at 
the moon for the last time before the vaccine takes its toll.
Age: 2,650

Height: 5'5"

Weight: 110 LBS

Resurrected from an ancient warrior's grave by Ultratech. Having no memory 
and lacking in purpose, he fights on regardless.

Spinal is another one of my favorite characters. Pretty good. Now just tell 
me, why do we have to use Power Devour to use searing skull?

Bone Shaker: ->, -> Punch
This is a charging move in which Spinal charges the enemy with his shield and 
rams him. This can be used in combos. Pretty good attack.

Morph: In the middle of a combo, \/, \/ K
This morphs you into the opponent and do his moves during the combo. 

Power Devour:  <- K (hold)
The longer you hold kick, the longer you hold out your shield. If an enemy 
does a normal attack and hits, the shield won't help any. If they do a 
special and it hits, it won't do damage, and it will give you a star.

Searing Skull: \/, \|, -> P
This is a fireball attack for those of you who were wondering. No, Spinal 
doesn't throw his head's some other skull...Bad thing about this 
though? A star is required. Agh. Well, that's why he has Power Devour ya 

Skeleport in front of opponent: \/, \/ P
This will drop you right in front of the opponent, saving you from walking 
across a ways. Not that useful.

Skeleport behind opponent: \/, \/ K
This will drop you behind your opponent. Now this is the much better and more 
useful Skeleport. This can be very good for tricking your opponents. Main use 
for the other is just for alternating between both of the Skeleports to get 
your opponent confused.

Slide: \/ K
This is a nice little move which you can use till kingdom comes that will 
really get your opponents annoyed. My recamendation is using it to hit when 
the opponent lands from a jump.

Soul Sword: <- (2s), -> Punch
This attack will make you swing your sword around fast. Very good for 
starting and linking in combos.

Combo Breaker: ->, -> PK

Ending: Tired of death and destruction, Spinal decides on a career change. 
Although nominated for an Oscar on his first film, Spinal still has 
difficulty finding roles that have meat to them.

Added note: In Spinal's ending, you see a little sign that's the kind that 
you see in cartoons etc that's black and snaps and all. On it, it says the 
name of the movie. It's "Dry as a bone". How cute.

<><><><><><><><><><><><><><><>T. J. COMBO<><><><><><><><><><><><><><><><><><>
Age: 25

Height: 6.1"

Weight: 220 LBS

The undisputed Heavyweight Champion for 5 years. Stripped of his title for 
using cybernetic arms. Now broke, he enters the contest for the love of 

I hate this guy. There is just something really annoying about Combo...and 
it's true in KI Gold/2 as well for me...maybe the fact that you can beat 
Eyedol with him by just hitting punch as quick as you can...cheapo...

Cyclone: P (2s), P
Rather good attack. The second punch you do makes the opponent fly into the 

Knee KO: <- (2s), -> K
With this you will go flying across the screen with your knee in front to hti 
any dolt who doesn't block...

Powerline: <- (2s), -> P (Hold)
After you start running, you don't need to hold it anymore. Pretty good 
charging attack.

Rollercoaster: <-(2s), -> P (Tap)
Nice little attack in which you roll across the screen. Nice for starting 
combos as well.

Run to Roll: \/ P
This is a much easier way to pull off a roll, and can confuse your opponent. 
Very nice little attack...

Stop Powerline: <- P
This stops it when in the middle of your run.

Turn Punch: ->, <- P
Useful for starting and ending combos. Pretty nice attack that can be quite 
useful at times.

Combo Breaker: <-, -> PK

Ending: With victory in the tournament Combo finally achieves his ambition to 
regain his lost fortune status. Combo celebrates his win and new found wealth 
by parading through the streets.
5. End
Well, that's that. Thanks to...
My friend, for letting me buy it from him for $3
My mom, for being such a quick typist and typing out the endings for me as I 
read them to her, as I more often than not screwed up big time and had to go 
back again.
No1AceRob, for letting me borrow his instruction manual for the SNES version 
and getting the story and being able to check the spelling on some moves. 
Thanks alot! Now, I've just got to give him back the instruction manual. 
Since currently at the time of me writing this I think I have a cold or some 
junk like that, it might be a short while...Bet he'll love that...:)

6. Copyright Crap
This FAQ is not to be used on any websites besides:
All other sites can forget using it. I've decided that these are the only 2 
that are really truly responsible enough about keeping up with updates, and 
are done professionally enough. So don't even ask. I'll either ignore it or 
say no.


This FAQ is 12 pages.

"If I told you there's somebody who loves you
Wouldn't you say, Hey, show me that face?
And if I told you that your feel is actual
Wouldn't ya say, Hey, take me to that place?"

Newsboys/Love Liberty Disco/Love Liberty Disco