Glacius Character Guide v2.0 - Guide for Killer Instinct Gold
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KI GOLD: GLACIUS v2.0
Last updated: Tuesday, July 31, 2001
_____AUTHOR_____
General Goat
[email protected]
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Table of Contents
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1. Introduction
2. Character Profile
3. Glacius
Legend
A. Basic Terms
B. Advanced Terms
C. Master Terms
D. Movelist
4. Fighting against....
a. Jago
b. Fulgore
5. Ending
6. Copyright
7. End
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1. INTRODUCTION
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Glacius is one of the more powerful characters in KI Gold, he can do serious damage
has some good moves and his moves and combos are easier to execute then some of the
other characters.This guide is made to help your fighting skills with Glacius
improve. It teaches you Glacius's moves, some techniques used and some powerful
combos that can be executed for some good damage. When fighting against certain
characters there are different strategies that can come into play depending on the
character's strengths and weaknesses. In the end I hope this guide teaches you a few
things about Glacius and KI GOLD itself.
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2. CHARACTER PROFILE
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_____GLACIUS_____
Height: Variable
Weight: Variable
Age: Unknown
THE STORY: 2 millenia from now a captured relative earns freedom by slaying a fire
being and escaping home. But now in the past, a distress call has been answered.
Glacius must free his stranded kin.
I think the fire demon may have been Cinder
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3. GLACIUS
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LEGEND
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QP: quick punch
QK: quick kick
MP: medium punch
MK: medium kick
FP: fierce punch
FK: fierce kick
F: forward
D: down
U: up
B: back
UF: up, forward
UB: up, back
DF: down, forward
DB: down, back
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A. BASIC ATTACKS
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After some experience in the game, you should not even use these moves (with the
exceptions of the D + FK sweepkick, the top attack and the jump-in moves).
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While Standing
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FP:
The basic fierce punch attack. Glacius gives his opponent a powerful but slow punch
to the face. Useless after you learn special moves.
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FK:
The basic fierce kick attack. Glacius gives his opponent a powerful but slow kick to
the face. Useless after you learn special moves.
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MP:
The basic medium punch attack. Glacius gives his opponent a medium strength, medium
speed punch to the face. Useless after you learn special moves.
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MK:
The basic medium kick attack. Glacius gives his opponent a medium strength, medium
speed kick to the face. Useless after you learn special moves.
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QP:
The basic quick punch attack. Glacius gives his opponent a weak strength, fast speed
punch to the stomach. Useless after you learn special moves.
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QK:
The basic quick kick attack. Glacius gives his opponent a weak strength, fast speed
kick to the stomach. Useless after you learn special moves.
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Top Attack: B + FP
An attack that is very effective against ducking or blocking opponents as it is
unblockable.
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A. BASICS TERMS
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This section will cover the basic fighting terms and how to implement them The
advanced section is for more advanced players. I'm just listing what's important so
if I missed anything you need to know, please look in your instructions booklet. So
lets get started!
Combo: A combo is a string of hits in a row that does more damage then basic
fighting skills. To be named a "combo" it must have at least 3+ hits. Each combo has
a different name depending on the ammount of hits. A combo can be very basic and
very hard depending on the ammount of hits and the difficulty of executing it. Every
combo has some type of opener ( i.e openers, pressure moves, parrying) More on these
moves is covered in the "Move List" section
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Openers: An opener is an attack that hits your opponent, without knocking him down
and alllows you some time to hit him more before he gets a chance to move. There are
many kids of openers for Glacius including; Cold Shoulder, Icy Grip, Liquidize
Uppercut, his D + FK attack (the sweepkick), parry, pressure move and many more!
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Auto-Doubles: An auto-double is an attack that continues a combo. It is usually used
after openers, linkers and superlinkers. For example, after you perform an opener
you can continue the combo with an auto-double button. The auto-double button
depends on one thing, the strength of the attack you just did. The auto-double
button is the strength of attack 1 under the attack you perfromed before it. For
example, if you do a quick punch or kick opener or linker it goes to fierce punch or
kick. Here is a little something to help you understand.
FP---------------------------------------------------------------- MP, MK
FK---------------------------------------------------------------- MP, MK
MP---------------------------------------------------------------- QP, QK
MK---------------------------------------------------------------- QP, QK
QP---------------------------------------------------------------- FP, FK
QK---------------------------------------------------------------- FP, FK
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End Finishers: An end finisher is a special move you use at the end of a combo to
finish it. Every character has 5, but the fifth end finisher opens up after you have
done the other 4.
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B. ADVANCED TERMS
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This is for more advanced players.
Linkers: A linker is a special move performed after an auto-double or a manual-
double, it will not knock your opponent down and gives you a chance at more hits.
After a linker you can continue the combo as normal. Linkers for Glacius are Cold
Shoulder and Liquidize and uppercut.
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Pop-Ups: A pop-up is an attack that launches an enemy into the air. A pop-up for
Glacius is the Ice Lance.
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Top Attack: A top is performed by doing B + FP (for Glacius). It is an attack that
works on blocking and ducking opponents. It can be followed by a manual-double or a
pressure-double.
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C. MASTER TERMS
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The section for the masters!
Countering: A counter is performing an attack or special move that bests an attack
or special move your opponent has done. For example, Glacius vs. Glacius; Icy Grip
beats Liquidize and Uppercut, Liquidize and Uppercut beats Cold Shoulder, Cold
Shoulder beats Icy Grip.
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Projectile Countering: Every character has a special move where they can pass
through a projectile and counter the enemy, in Glacius' case it is the Liquidize and
Uppercut.
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Air Countering: These counters are done in the air (like when you and your opponent
are jumping toward each other. Any fierce attack beats a medium attack, any medium
attack beats a quick attack, any quick attack beats a fierce attack
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Manual-Doubles: A manual-double can be done after an auto-double and even works as
an opener. Manual-doubles are harder to break, and they can extend a combo. To
perfrom a manual-double rapidly press a fierce punch or kick followed by a medium
punch or kick. There are 4 possible manual-double combinations.
FP-MP, FP-MK, FK-MP, FK-MK.
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Pressure-Combos: A pressure-combo is a combo that is executed on a blocking
opponent. This method fills the super-bar VERY quickly but your opponent takes
almost no damage.
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D. MOVE LIST
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OPENERS
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Icy Grip: D, DF, F + QP
This move should only be used at close-range. Using this move Glacius grabs his
opponent and pulls them toward him. Your opponent will be temporarily stunned, this
is your chance to execute a combo!
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Cold Shoulder: D, DF, F + MP
This move should be used at close-medium range, if you do the move correctly Glacius
charges toward his opponent with his shoulder. The main purpose of this move is to
connect quickly and execute a combo (just like other openers). I find this opener
the easiest to use, and create combos with. It can also be used as a linker.
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Liquidize Uppercut (MEDIUM KICK VERSION): D, DF, F + MK
The difference between using fierce kick or medium, is the medium kick acts as an
opener to start combos, the fierce kick pops-up the enemy into the air. Glacius
turns into a puddle, moves toward his opponent and delivers an uppercut. It can be
used at any range. I don't recommend using this opener too much because it is easily
blocked and countered. The only time I use this is to switch up my attacks to be
less predictable.(can be used in air) It can also be used as a linker and a parry
opener.
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SPECIAL MOVES
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Arctic Blast: D, DB, B + any punch ( QP, MP, FP)
Glacius will shoot an ice projectile towards his opponent.The strength of the punch
determines how fast the projectile travels (the stronger the punch, the greater the
speed). It can be used from any range, but I only recommend this at long-range
because if you are too close to your enemy he/she can jump over the projectile and
counter with a combo. If this and another projectile collide, they will both
disappear.
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Ice Lance: D, DF, F + any punch (QP, MP, FP)
Glacius' arm will become a lance and shoot upwards to try and hit his opponent. It
works and close-medium range and works best if your enemy is in the air.This is a
pop-up attack.
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Liquidize Uppercut (FIERCE KICK VERSION): D, DF, F + FK
The difference between using fierce kick or medium, is the medium kick acts as an
opener to start combos, the fierce kick pops-up the enemy into the air. Glacius
turns into a puddle, moves toward his opponent and delivers an uppercut. It can be
used at any range. The only time I use this is to switch up my attacks to be less
predictable, because it can easily be countered. (can be used in air) It can be used
as a pop-up.
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Liquidize: D, DF, F+ QK
Glacius will turn into a puddle and reform himself in a different place. It is
basically a teleport move, so, it can be used at any range. It can be used to catch
your opponent off-guard and beat on him. For example if your opponent shoots a
projectile at you from afar you can liquidize right beside him and beat on him
before he recovers.(can be used in air)
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SUPER MOVES
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OTHER MOVES
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Throw: F + FP
Reverse: B + FP
To perform a throw you must be very close to your opponent. The advantage of using
throws is it cannot be blocked., although it can be reversed during the throw. If
you perform a throw after an auto-double, it will throw your enemy high in the air
and gives you a chance to juggle.
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Combo Breakers: D, DF, F + any punch (kick moves)
D, DF, F + any kick (punch moves)
A combo breaker is a special move the breaks a combo while it is being executed.
Combo breakers can only be performed when the opponent is hitting you with an auto-
double or manual-double. If your opponent does a kick auto-double or manual-double
do the D, DF, F and press any punch, on the other hand if your opponent does a punch
auto-double or manual-double do the D, DF, F and press any kick.
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Pressure-Double: F + FK
Glacius' hands turn into axes and thrusts them toward his opponent. It works at
close-medium range. It can be used as an auto-double or an opener.
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Parry: B + QP (hold)
The parry is a defensive technique that lets you catch an opponent's regular
standing attack. It gives you a chance to open up a combo, use a parry opener or
make your opponent dizzy!
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Air Double: D, DF, F + any kick
An air double is used after you have hit your opponent while you and they are in the
air. The strength of the kick you use is 1 under the strength of the attack you used
first, it works just like auto-doubles.
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Mini-Ultra: D, DB, B + QK
A mini-ultra is possible at the end of the opponents FIRST health bar. Just do the
mini-ultra button combination while a combo is being executed. The mini-ultra
delivers several hits to your opponent which will kill off the rest of their first
health bar. You must have at least done one end finisher during the match to execute
a mini-ultra.
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Ultra: D, DF, F QK
The ultra combo is performed exactly the same as the mini-ultra except at the end of
the opponents SECOND health bar (while it's flashing red). How many hits the ultra
does depends on how long your combo was before you performed the ultra. Also, the
more end finishers you performed in the match, the more hits!
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4. FIGHTING AGAINST
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JAGO
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Jago is one of the more powerful characters in KI: Gold, he has good special moves
and his speed bests that of Glacius. Although he sounds powerful Glacius can take on
Jago quite easily. Jago players most commonly use the Windkick for their openers
which if used with FK can reach you from on the other end of the screen. Using this
knowledge you can do 1 of 2 things 1) counter with a liquidize and uppercut to open
a combo 2) block it and try an opener of your own ( you can even try the D + FK
opener if you know your opponent does not like blocking low). Liquidize and Uppercut
should be your main opener for this match, as it counters the most commonly used
Jago opener. Do not use it from long-range or it will leave you WIDE open to a
counter, if the player is good he will counter with a Ninja Slide and open a combo.
Avoid jumping in AT ALL COSTS because Jago can catch you with a Tiger Fury, or even
a Super Tiger Fury which can result in massive damage. If Jago jumps in on you, give
him a Super Lance high into the sky. You will win any long-range battles with use of
the Super Arctic Blast (which will give your opponent some trouble). If Jago corners
you, get out with the Super Liquidze and Uppercut. On top of that, he will be
cornered!
Keep pounding him with openers until you can get combos in and anticipate the
Windkick which most Jago players use commonly.
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5. ENDING
(SPOILERS!!!)
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Glacius is brought to earth and is dragged into a fight for his life (at this point
Glacius stands in the middle of his level and does his victory pose).
Glacius immerged victorious against all odds. Glacius frees his stranded kinsmen,
this rescue mission was a complete success. (Shows Glacius standing on a cliff
that’s covered in ice).
END OF SPOILERS!!!!
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6. COPYRIGHT
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This faq is copyright General Goat 2001. This faq may be read and printed for
personal use, it is not be used in ANY other way what so ever without my knowledge.
It cannot be sold put it in a magazine, put up on a web page and so forth without my
concent. Killer Instinct Gold and it's characters are copyright Rare Ltd.



