I have distinct memories as a kid of playing against the computer and Thunder and Spinal popping off and doing what felt like 50 hit combos to finish me.
playing on the snes version, i once learned how to combo into that finisher (i think the game declaring an Ultimate), i'd do it for pretty much every fight through the arcade mode. TJ Combo having the best reaction with his "Oh Oh Oh Oh Oh Yeah!"
@@montywh Arcade TJ Combo: "WHOOOOOOOOOAH" *dies happy* *C O M B O R C H I D* And every fighter has one No Mercy/Danger Move (the old names for Ultimates) they can combo into. Different motions from doing them the normal way.
there's also Morrigan Aensland in Darkstalkers also had a naughty ending too... "behind the curtains", with a massive rumor of some secret way of revealing what's "going on"...
@@Aaron-zq2qd A bunch of ex-Netherrealm and Midway developers recently joined Xbox Game Studios Publishing which is usually where people are hired before being transferred to a brand new studio. Pair that with head of Xbox Phil Spencer wanting a new Killer Instinct, I’d say it’s pretty likely KI2 is in development from a new studio
@@davidshirley4696 I think the new ones are way more hype. They have more impact with a driving musical cue and flow at the same speed as an actual combo does all while being flashier.
@@Cwronaga216 yea i strongly disagree. It’s not even close. Especially in terms of impact and flashiness. Back in kis hayday when you saw someone pull off an ultra combo you felt like you were gonna have a heart attack. You didn’t an ultra ender because you would get bored to death if it didn’t end early like you do now. Every second of it was genuinely enjoyable
@@petershirou892 probably because Killer Instinct was a competitor to Mortal Kombat, down to the increased blood over a normal Fighting Game, and the Fatalities/Finishing Moves.
In order to do the glitch combos/ultras/infinites and ultimates you must utilize negative edge. The key is using the linkers/auto doubles out of sequence so that the linker/auto doubles makes the combo end w/ knock down. Press and hold the ender button, do the stick motion then release and you glitch. This works for all glitches. Example Fulgore: 3 into 6 charge claw rush, 6 auto double, hold 1 teleport motion, release 1. Fulgore will perform the glitch teleport ender. This works with all enders and cause the super high ultra float. Enjoy! As a side note you can glitch Eydol as well at the end of arcade mode. When you defeat him and he starts his sparkle barf animation. You are forced to walk towards him to trigger ending cut scene. However, if your quick you can negative edge fireballs and it will force him back. You can continue to do this indefinitely. Love your channel, fighting games are the best. Let me know when you get it!
The swag potential in KI is unreal. There's few games with numerous seperate ways to finish an opponent. There's basically no other that allow you to chain them together.
I went to grades hook in Redmond and ken lobby daughter Michelle was in my 4rh grade class. Granted we were kids and he wasn’t super famous yet. Somehow it got brought up wether it was career day or talking about parents I don’t recall. And I mean this was the era of snes and I was super into Nintendo wanted to make game’s and stuff when I grew up. ( which I do not lol ) anyways I remember asking her all kinds of questions all the time about her dad just knowing he made hames for a living and I mean we were kids and she was cool enough but into girl stuff and seemed to just think her dad was a big dork and she wasn’t that into games at the time. We moved a couple years later and I mean it wasn’t till years later I found out who he was. And ki was really big amongst me and my friends back then we even had the soundtrack that came worth the game. For some reason that’s always been a fun memory for me although I’m sure she wouldn’t remember me at all we weren’t close friends but I always thought her dad was cool lol
I'll never forget that I was able in middle school to hit a 80+ hit ultra with Orchid on snes version at school on one of our relax chill days. Such a hype moment have not played classic killer instinct in ages.
TJ really is the epidemy of an ultra combo to me. That insane speed on the face punches, uppercut into wind up uppercut. The anticipation of the opponent coming back down for the biggest punch. So satisfying. The shadow versions of the other characters do add a little something something. The final punches doing an extra wam wam wam, like Fulgore's uppercut, Glacius' uppercut, and Thunder's headbutts. God I love ultras!
This gives me Arcade room at the movies flashbacks! Killer Instinct and MK cabinets were my Best Childhood experience everytime I had a chance to make it to the movies, or any Arcade.
Omg max lmfao Thunder Chief rating his ultra for his repeatedly kicking in the balls as u said it got me laughing so hard my tummy hurts. Thanks for doing this dude timeless classic. Needed a laugh recovering from surgery nearly burst a stich 😂.
Been playing this game since day 1 till now, never can't get enough of it. BTW to perform the glitch air ultra you'll need to perform the ultra like 2 seconds before your combo reach to its limits and falls it only works with, fulgore, thunder and tj combo
All the characters were lowkey 10/10. They were all unique with personality and cool designs and they could do some crazy stuff. The Ultras are way better than the most recent ones.
I'd say KI2/Gold's Ultras are the weakest. Sure, they have neat gimmicks such as variable length depending on how many different standard enders you land during the match (14+4 hits for each ender past the first, up to 30 hits), variable speed (input the motion twice before hitting the button to go slow, negative edge to go fast) and slapping on your super ender to replace the usual final hit, but they all look so samey. KI2 as a whole homogenized how the characters play and suffered for it. Though it still has badass redesigns for the "returning" characters (Fulgore at least is a different robot from KI1 Fulgore).
9:17- That cancel on Orchid's Lasaken is ridiculous. How'd they do that? Also, I know that at some point Cinder had an infinite juggle, because someone did it to me and I was super-pissed.
I remember a story about the devs from Rare having to personally drive out to every arcade in the country that had a KI machine to replace the boards with a patched version of the game because they couldn't stand Cinder having an infinite
@@djpegao, both Cinder and Eyedol were banned in in-person KI tournaments, during version 1.5D. Both of them could still trigger "infinite" combos (100+ hits), and they weren't hard to do, once you understood the process of how to do them. Moreover, the system didn't have a way to allow for midair combo breakers, post combo ender, back then (neither did KI2/KI Gold), unlike KI 2013, which means if you got caught in a juggle state, you were effectively toast due to either time out or actual character death.
I have spend so much time and money on that arcade cabinet. Air combo started with a juggle and you could chain a lot of other combos after combos or ultra or a other ultra ( Cinder was the easiest ). Some arcade cabinet had different version that you could not do air combos. Orchid had a unbreakable combo that you could do forever (probably because it was like a 3 hits combo that you repeated ) . Air stage is real, both player had to press down or up and a key I don't remember exactly anymore but I am sure my muscle memory would, like removing the grabs in Mortal Kombat 2 and 3. To get the shadow you need a combo breaker and you need this to get 3 projectile instead of 1. One game I really remember with Fulgore I did a perfect round 1 vs a guy and at the start of round 2 I started a combo and did the Ultimate and u cant do that usually when the health is almost full ( you need the perfect round 1 ), I think the guy wanted to beat me up for real :) It was my favorite fighting game when it came out. You brought back so much memories, thanks for the content.
TJ Combo has one of the best ultra for sure aha Also, those were like the minimal ultra you can do, the ultra combo itself could be longer if you started with a killer combo and then transition into ultra, it makes them look cooler. But ya, the ultras by themselves are pretty short. Edit: Just watched the rest of vid, and you did see the cool longer ultras with air extensions glitch aha. So awesome
I remember when I pulled off my first Ultra without any idea it was possible. I ran to tell my brother what happened as he was cooking us some gaming food. Lol.
I think Cinder's SNES ultra looks better. He starts the combo, enters puffs (darkened silhouette), goes ham and then turns invisible during the last few hits.
The max number of registered hits for a combo in KI 1 (KI 1994, vers. 1.5D) is only 80 hits. That's flat across the board for anyone, since the game only registers a maximum of 80 hits for any combo done. That said, I have broken 500 hits on an Ultra Combo with Cinder, in the arcade. 10 straight minutes of infinite air juggling, at 5,000 points per hit, was painful on my feet after it was all said and done. (Yikes. Lol.)
@@tpatt513, the key to pulling it off for Cinder consists of two key things: A. Knowing what the RCM is for the character you're using, and B. Spacing & Timing. "RCM" stands for Reverse Control Move, and it acts as both a linker in the middle of a combo, and as a buffer move used to "trick" the computer into thinking that the combo is still going (even though an ender has already happened). In the case of Cinder, his RCM is the QP version of his Trailblazer (or Human Fireball, as some have called it in the past). Either the "double tap" version (F, F+QP), or the "charge" version (charge B for 1 sec, then F +QP) will work, but the double tap version is usually preferred because it's easier and more practical to execute. As for spacing and timing, that's something that's gotta be figured out from person to person. Some people prefer only to do these kinds of ultras on the overhead rooftop stages (Cinder, Orchid, Spinal), but it can also be done on regular stages with the player in the corner.
@@tpatt513, there is also an alternate way to do the "charge variation" of the QP Trailblazer, and that's as follows: (Charge F for 1 sec., then B+QP). This version should do the animation for the combo linker, instead of the animation for the Trailblazer itself, which consists of a backfist slap attack and a Flame Fist attack.
Air-Ultras happen on rooftop boards when you start an Ultra with someone backed-up on the edge. It's easy to do with TJ Combo. I do it all the time. Dunno about anyone else.
Man for some reason my brain remembers there being more beats in all bas ultra combos. Like i feel they went on for at least two seconds longer when in reality they didn't.
If I remember right for shadow ultras, you have to get a combo break in the match, then do the ultra with a release of the button instead of pressing it. I think cinder needed it for his 80-hit ultra
All of the super crazy combos are doable, no TAS required. Just needs timing and practice. I'm not as good as that last guy, but man it still feels good busting out a 30-40 hit ultra
Havent people figured out how to inject roms into the VC on Switch yet? I think that the 3DS and Wii U proved to be amazing retro consoles when the homebrew community managed to pull VC injection.
'shadow ultras' happen if you pull off a combo breaker in your match. you'll notice that you have it if your life bar has a bright glowing line. Also for Sabrewulf, if you do a 1/3 motion F to Down-Back HK (i think) he'll howl. If the howl completes, he gets 1 use of 'shadow ender' whereas a combo breaker gets you 3.
Combos in this game were insane asf. I was never good with many people. I leaned more towards Orchid. I wonder if a certain glitch of hers is still in this one you get with the new KI
My stepdad says he had this in the arcade when he was a kid and kids use to be able to literally lock up the arcade cabinet with multiple 100 time hitting combos