Posts for Hiryuu

Experienced Forum User, Published Author, Former player
Joined: 1/29/2006
Posts: 5
I just wanted to say congratulations on beating my old TAS. It's been almost seventeen years since I submitted the old run to this site and I got a notice this evening that it had finally been done after all this time. It still remains one of my favorites games and I appreciate the fact that people seem to love it as well. Hope to see more like this and it was something I was hoping for originally back in 2006.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2006
Posts: 5
Definitely voting Yes. I was kinda pissed that one had been done and I hadn't had a chance to put one in, but looking through it, it does everything I would've done and then some. There were probably going to be a few things I would've missed, especially since I'm not used to playing with Turbo Mode enabled: The missed ultimate I've never pulled off without slowing it down. Good illustration of what they do when they happen. Air comboing, even though the most you're going to get is 2 hits usually it can count for dizzy if done right. The Glacius-glitched Ultra. I'm sure you can't do that normally unless I'm mistaken and you require the turbo mode to do it. I've never successfully got it to work outside of turning into Glacius and doing a few moves otherwise. The Fulgore 4-hit (1-miss) Uppercut glitch that has Spinal on one side and Fulgore on the other. I've never seen what that would do if you did it with Spinal. That was definitely awesome. I've seen the rest done (either by me or by others) but one move I'm glad you picked up on the behind-the-back move with Combo. I think there's very few that I've seen actually pull that off or even know about it by KI playing standards. That's just funny to watch. Actually, the whole system being taken apart with glitches exposed is great to watch. Honestly, this must be viewed. It's really an impressive time attack. One I hope to attain if I ever decide on doing my own with a different character.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2006
Posts: 5
My question is how. By my knowledge, as long as you do single hits in a chain for the combo (in other words, a part of the chain that doesn't consist of 2-hit, 3-hit or even ending 4-hit parts) it WILL not break. You can only break inbetween hits that chain. If a character that is being attacked is in the air, the combo will not break hence the benefit of glitchy air-combos which can be performed after hitting a knockdown requisite and then performing the ender IF it allows it; the FAQ will go into better detail. In pack 2, I have Combo doing a 24-hit combo with a slowmo ending...that end of that combo would NOT be breakable because the ender is actually performed in the air and not on the ground to start. Only that particular ender (with the ultra sequence) will allow the hits to succeed...otherwise it will end the chain and the character will be knocked down. But I digress back to the initial topic, Orchid's Flikflak (or 3-hit kick, B-F+HK) for example, can be broken after the initial hit of the attack. All chaining attacks can be broken in this way; I even think Jago's double wind kick can be, but the margin of error between hits is so slight that it's nearly impossible normally. You only need the first hit to break it, not three hits minimum. However, her Ichi - Hard Kick - Ichi - Hard Kick - Ichi - Hard Kick - Lasaken juggle is NOT breakable, even though it's seven hits max because they are all SINGLE HITS. At least -I've- never had the CPU, even on hardest, break such a combo...and there are plenty of them in the game for characters.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2006
Posts: 5
I was actually planning to do something with this game a while back but I never got the time to do so. In fact, I could probably add to this endeavor a bit if I had the time, but all I have to show at this current time are these dated (2003, ZMVs for ZSNES 1.36) vids. Pack 1 Pack 2 Original Site - Scroll to Killer Instinct. There are a couple more things I learned over the years with some of these characters, since these really aren't that impressive, but it'll give an idea of what I would've done like...3 years ago. The big thing I had to go on was the GameFAQs guide provided there and people that constantly frequent zbattle.net. You'll learn quite a bit getting your arse beat by them. I think the longest Ultimate and Ultra is included in these, however. There are a few characters in the game that aren't included for highest ultra. I think I got Spinal's 5-hit-juggle in there as well. Fulgore shows off a few missed variants of combos in pack 1; you can do that on an Ultra but you'll only get 31 hits instead of the max 32. A thing to remember about breakers as well is that if you connect a combo when a person has 0 health (whether in the yellow or red health) they cannot combo break. That would be the time to show off ultras and killers and be free from combo break worry. Additionally, if this is REALLY for speed, going for low-hit combos are the way to go. That was one thing I hated about this game: the higher and higher the hits the less and less damage it gives for each new hit. I think the max tops off at about 50% damage for any given combo, no matter how long it is. A way to get high damage at the start, though, is attack with HP and HK attacks. A way to go about the with Orchid for unbreakables, let's say, is her Ichi (DB-DF+MP), HK, Ichi, HK, Ichi, HK and then finish with Lasaken (D-F+WP). That's 7 and is completely unbreakable and is rather quick too if done right. That's one example and there are plenty more in there. One thing I couldn't master was finding a way to make unnamed combos that dizzed the opponents continually. I got constantly beat by this tactic when I went against pros in zbattle.net. They would do certain combos that would dizzy after a significant (far more than 2, like normal dizzies) hits and it would not call it a combo but rather a dizzy. Anyone who knows that tactic and knows how to use it will have an easy time setting up additional combos, since the CPU would be helpless to block at least the first hit. The only problem I can really think about with making a run for this game is that the computer, literally, cheats. There are certain combos that the CPU can create which are otherwise impossible normally. There are times where the CPU will 'spaz out' into a combo and go into a dizzied coma afterwards for a second and they're different per each character. I'm not sure about how to recreate it, but it has happened several times with me playing on standard level 4 and continually owning the CPUs. That's just one instance. There are other times where the CPU can find ways of combo breaking OUTSIDE combos as well. I've had times where I've completed a combo and knocked them down and back and all of a sudden the CPU says that they get a combo breaker and I get knocked down. That would be the top two things that I can think of that you would have to win against. It might make for a nice glitch addition to the run but it also might be a pain in the ass to go against. The game itself is hard enough.
Experienced Forum User, Published Author, Former player
Joined: 1/29/2006
Posts: 5
Yea, I DID forget to mention that. Every time that I would load the movie straight from the ROM load it would try loading it in Tag Team mode. You really have to let it warm up at the start screen for about 10 seconds or so before you run it through. But I did run it through that way several times before I submitted it so, by the computer at least, I know it works.