Killer Instinct 2/Gold Master Fighting Theory

Note: The following descriptions were derived from the Killer Instinct Gold instruction booklet

This are is for the elite fighters. To be a master fighter, you must learn the basic and advanced fighting techniques. Some of the techniques in this area are very difficult to perform. There is still a lot to learn!!

Countering Theory
The main thing which separates a Master KI2/Gold player from the crowd, is understanding the methods with which you can counter your opponent’s attacks. There are several different types of Counters in KI2/Gold, which are explained below.

Rock, Paper, Scissors Priority
Each Character in KI2/Gold has three Special Moves which can be represented by the ancient game of Rock/Paper/Scissors. If you don’t know what this is, TOUGH!! Okay, the idea is that there is a triangular relationship between these moves. “Rock” beats “Scissors”, “Scissors” beats “Paper”, and “Paper” beats “Rock”. Therefore, no move is unbeatable!! For example, for Jago vs. Jago, Wind Kick beats Slide, Slide beats Laser Sword, and Laser Sword beats Wind Kick.

Through Projectiles
Each character has a Special Move which can go under, over or through projectiles. Each character also has a Super Move, which will also perform this function.

Air Counters
Once again, it’s the Rock/Paper/Scissors game! When both characters are jumping, Fierce moves beat Medium moves, Medium moves beat Quick moves, and Quick moves beat Fierce moves. For example, a jumping Quick Punch or Quick Kick will ALWAYS beat a jumping Fierce Punch or Fierce Kick.

Pop-Up Counters
Each character has several ways they can “Pop-Up”, and there are ways to counter all of them!! EVERY Pop-Up can be countered!!

Other Special Moves
Remember ANY Special Move can be countered. For an example, a Jump-In Fierce Punch or Fierce Kick will beat Jago’s Tiger Fury if timed correctly, but an Uppercut will always beat a Jump-In Fierce Kick, but lose to a Jump-In Medium Punch or Medium Kick!

Manual-Doubles
Manual-Doubles are very useful, but hard to master. This move can replace an Auto-Double in a Combo, be performed after an Auto-Double and work as an Opener. The advantage of the Manual-Double is that it is harder to break. To perform a Manual-Double, rapidly press Fierce Punch or Fierce Kick, followed by Medium Punch or Medium Kick. Therefore, each character has four Manual-Doubles, Fierce Punch-Medium Punch, Fierce Punch-Medium Kick, Fierce Kick-Medium Punch, Fierce Kick-Medium Kick. Typically the Control Pad/Stick should be in neutral position during Manual-Doubles, but some of these four will work while either holding towards or away from, your opponent so that you can “Charge” your next Special Move.

Pressure-Double
Each character has a move called the Pressure-Double. There are many uses for this move, it can act as an Opener, or an “Auto-Double”, and it will even Juggle if used correctly!

Pressure Combos
Pressure-Combos are Combos performed on a Blocking opponent. When you are doing this, the opponent cannot move, but they only take a small amount of damage. The advantage is that Pressure-Combos fill up your Super Bar VERY QUICKLY!! There are many ways to perform Pressure-Combos, but the two main methods are to either perform a Pressure-Double into a Special Move, or a Manual-Double into a Special Move. The biggest Super Bar gain will be obtained by doing the Pressure/Manual-Double into one of your character’s “Rock/Paper/Scissors” Special Moves.

Pressure Breaker
So the best Super Bar gain is from the Pressure-Combo which ends with a “Rock/Paper/Scissors” Special Move, well this can be “broken”!! If your opponent does a Pressure-Combo which ends with a “Rock/Paper/Scissors” move, do your countering Special Move, and you will come out of your Block stance, and Counter their Pressure-Combo!! There is a lot to this part of the game. Live it, learn it, and win!!

Ultra Breakers
Break an Ultra!?!?! You Bet!!! Just perform your characters Ultra Breaker Super Move, when the opponents Ultra Combo is starting, and Boom…the fight is still on!

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Some characters have a Shadow/through Fireball move. Just use this move as an Opener, and the entire Combo will be “shadowed”!

Speed-Up Combos
There are two ways to do “Speed-up” Combos. The first is fairly easy, but only works on the End Finisher. Instead of doing the End Special motion, and pressing the appropriate button, do the motion, and RELEASE the appropriate button. Of course, this works better on multi-hit End-Specials. The Fifth End Finisher cannot be sped up.

The second way to speed up a Combo is much trickier, but can work for the whole Combo. All you have to do is press the Auto-Double button immediately as the Opener hits the opponent, and the Auto-Double, will come out MUCH faster than usual. This not only looks great, it is hard to break. To see a good example of this style of Speed-up Combo, fight the computer Kim Wu on the hard or extra hard level. She will be glad to show you how fast a Combo can get. Any character can do a Combo this fast, using this method.

Slow Motion End Finishers
These look really great, ESPECIALLY at the end of a Speed-up Combo!! To do this, just do the Control Pad/Stick motion twice before pressing the End Special button. Again, these work much better when your End Specials are powered up to four hits!!

Air Doubles
An “Air Double” is a way to Combo someone who is jumping at you. All you have to do is hit a jumping opponent, while you are jumping, then perform the Air Double Special Move, using the strength one down from the button you did the first hit with. For example, for Jago, after connecting with a jumping Fierce Kick, do a Medium Wind Kick. You can then Juggle several different ways, if you have discovered them.

Ultra Combo
To perform an Ultra Combo, just do the Ultra Combo Special Move at the end of a Combo when your opponent’s Life Bar is flashing red. Ultras will be longer, based on the power of your End Special. For example, if you have done only one End Finisher during the fight, the Ultra will be short. If you have done all four End Finishers, plus the Fifth End Finisher during the fight, the Ultra will be LONG! It is possible to do your character’s Super End Finisher at the end of the Ultra, for some extra hits!!

Really Long Ultra Combos
OK, here’s the key to the 70+ hit Ultras. Just do Parry Opener, Auto-Double, Manual-Double, Super-Linker, Auto, Manual, Super-Linker, Auto, Manual, Super-Linker, Pressure-Double, Super-Linker, Pressure-Double, Ultra motion, Super End Finisher (the Super Bar re-fills as the Ultra is going on). You must have two full Super Bars, and have done all five End Finishers to get around 70 hits. GOOD LUCK!!

Mini-Ultra Combo
At the end of the opponent’s first Life Bar, it is possible to do a “Mini-Ultra”. Just do the Mini-Ultra Special Move at the end of a Combo, when the opponent’s first Life Bar is empty. The only catch is that you need to do at least once End Finisher during the match, before you can do a Mini-Ultra.

Ultimate Combo
To really end the fight with style, try one of your character’s two Ultimates. One of these must be done in a Combo, but the other one can be done either in or outside of a Combo (O-Combo Ultimate). To perform an Ultimate, simply do the Ultimate Special Move motion when your opponent is in their flashing red Life Bar.

Stage Knockoffs
In several of the levels, it is possible to knock your opponent off of the level. To do this, you have to do certain End Specials, while standing in a certain location in the level. Some of these include; off of the side of Spinal’s ship, off the top of Orchid’s Roof, off of Kim Wu’s stage and onto the train tracks in Combo’s level.

Parry
The Parry move is a very effective way to stop an opponent’s Top Attack, or standing regular move. To Parry, just press Back and hold Quick Punch. Your character will animate quickly in their regular Blocking motion to warn your opponent, so be careful. After successfully performing a Parry, you can perform any Opener Special Move, or do one the next two Parry following moves.

Parry Opener
Each character, who can Parry, has an Opener which will hit three times instead of the normal one hit. After performing the Parry, it is possible to do three Auto-Doubles instead of the normal two. For example, it is possible to do the following Combo; Parry triple, Auto, Linker, Auto, Linker, Auto, End Special. If you are really feeling tough, insert some Manual-Doubles after the Auto-Doubles to really make your Combo big!!

Parry Dizzy
After a successful Parry, one of your character’s Special Moves will dizzy your opponent. You decide what to do against the opponent while they are dizzy!

 
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