BROOOO!!!! I once did the Air Tiger at the arcade on accident! I had no idea how I did it and nobody believe me when I told them. I almost thought I imagined it, but now I know it's real
Tagline: Orchid Trusts Her Instincts! Boxing Ring Nickname: A Whole New Breed of Killer Trailer: Stats Size: Similar to Zero Suit Walk Speed: As fast as Link's Dash Dash Speed: As Fast as Greninja Weight: As Heavy as Little Mac Height: Similar to bayonetta but slightly shorter Jump Height: Jumps as high as Mario Double Jump Height: Jumps as high as Wii Fit Trainer Entrance: Cartwheels into battle pose starting ehr Escrima Sticks Saying "This should be Quick" Smash Attacks: Jab: Ichi Ni San: Orchid's Jab is very unique in that her second and thrid jab can be cancelling into her tilts or Specials to mimic Killer Instinct's deep combo system . Dash Attack: Orchid turns around for a slide kick that goes from the tip of Final Destination to near the middle. Good for approaching Forward Tilt: forward kick that reaches as far as Bayonettas foot that also combos into a 1 2 3. First hit is a kick to the leg then a kick to the stomach followed by a punch Up Tilt: Backflip kick that is fast and sends the enemy upward for a followup Air attack Down Tilt: A standard kick similar to Ryu. weak but quick Forward Smash: Tonfa Backhand: Taken from Killer Instinct 2: does a bandhand slap with a fire effect. Up Smash: Spinning Sword: (a.k.a. Niguu Giri) Orchid spins with her escrima, launching the opponent with two strikes Down Smash: Tonfa Slash: Taken from Killer Instinct 2 slashes downward with her escrima than can render them down but also slide along the floor from the damage behind her for a follow up. if hit while in the air the attack meteors them Air Attacks Nair: A quick punch to the throat. Weak but comboable with Flick Flack in the air Fair: very similar to Captain Falcon's Bair, does a double kick with decent damage and easy to combo into taken from her moveset of Killer Instinct 2/Gold Bair:An Overhead Strike with her Escrima Stick from behind as a Spike. Taken from Killer Instinct 2/Gold moveset UAir: Does two Escrima Sticks Slashes upward: An original move Dair: : A downward strike from her Escrima Sticks bashing to the head. An Original move created for Smash Throws: Pummel: Escrima Stick filled fist bash to the stomach Forward Throw: Slashes one Laser Stock to the chest sending them forward. An original move for smash Up Throw: grabs them lands on her back and kicks them upward. Good launch power for comboing Back throw: grabs their shoulder and puts her right heel into their stomach doing a backwards roll throwing them after kicking them. Taken from Killer Instinct 2 / Gold Down Throw: grabs their shoulders and stomps on their sternum very hard then throws them behind her. An original move for smash Gimmick: C-C-C Combo Breaker!!: Upon executing a Perfect Shield as Orchid has a very unique exclusive ability, The Combo Breaker. Orchid will immediately COUNTER attack her enemy depending on what move they were hit with and initiate a combo of her own parrying a Smash attack will cause her to do a special move as a combo breaker by immediately hitting the desired direction of that move of Choice.. Parrying a special move will activate a Smash attack the same way by inputting the desired Direction. However with this new ability timing for Parrying is even STRICTER for Orchid to not overpower her. Specials: Neutral B: Lasaken:[Quater Circle Forward+ A or B] Puts her right arm escrima sticsk sideways with her left arm stick upward above it vertically and launches a spinning energy disk. Has weak medium and strong varients Holding down A or B when this after your Motion allows Triple Lasaken which while quick is weak and does three Lasakens that after the third hit causes knockback. However this leaves her open if missed Side B: Fire Cat:[Charge 2 Seocnds Back then Forward + A or B] Orchid transforms into a Firecat and pounces. has super armor and and good power Strong Varient does Turbo Firecat and Goes farther with better knockback useful for outstage recovery Up B:Air Buster:[Shoryuken Command+ A or B] Orchid leaps with a rising knee attack. that goes higher depending on Button press length. Has a sweetspot in the middle Like Falcon Knee. Weak goes barely any height Medium is about the same as Luigi's Jump. While Strong goes as high as Sora's Aerial Sweep on the ground. Down B: Flick Flack: [ Charge ↓ 2 Seconds then → or ← + A or B ] Orchid performs a spinning handstand kick. A Good Comboing tool. Reverse it to do a Reverse Flik Flak. Can be cancelled into moves for max damage thsi move traps and is hard to escape Final Smash: Ultra Combo: Crosses her legs midstance with her right hand in the air saying "FINISH" as she prepares for an Ultra Combo. For 8 seconds She does her Ichi Ni San Followed by Flick Flack 3 times in a row followed by 3 backflip kicks to her enemy followed by an uppercut into Triple LAsaken for 45 hit Combo.The Final hit in the time limit has INCREDIBLE KNOCKBACK. Then you hear Mick Gordon from Killer Instinct 2013 shout ULTRA!!!!!! as you would in the game of origin. Taunts: Up Taunt: Fire Cat comes in roars and as Orchid pets it and it reacts affectionately. Taken from Killer Instinct 2013 Side Taunt: Back turned to screen as she faces forward saying "Target Spotted" . Taken from her Killer Instinct 2013 Intro Down Taunt: Recreates her Round 1 Victory pose with her hip to the left and a raised arm screaming YEAH Victory Poses: 1. Assumes Offensive Stance saying "One step Closer to flushing out UltraTech!" Slashes three times with her Escrima Sticks and then does a cross chop with them before assuming a new battle pose. taken from Killer Instinct 2013 Victory Screen 2. Turns her back to the Screen Wags her finger like Sonic then strikes a Battle pose punching the camera man as the camera hits the floor. taken from Killer Instinct 3 3. Camera goes 360 around her from her legs all the way up to her face as She puts her right arm around her head and giggles smugly as the announcer says SUPREME VICTORY with a Smile. Taken From the Arcade Version of Killer Instinct 2. Victory Theme: Humilation from the Original Arcade Soundtrack. a funky tune that drones on after her victory pose is even finished in the beginning the announcer says HUMILATION Palutena's Guidance: Costumes: Costumes 1 3 5 and 7 are Classic Orchid from KI 1 and KI2 as seen in Killer Instinct 2013 in her retro costume colors based on her Alt Skins from those games Costumes 2 4 6 and 8 are her Redesign appearance in Killer instinct 2013 with recolors being the customizable colors for alts Stage: UltraTech Industries The stage is a long narrow Walkway of the factory. its got an occasional Crane with a platform that appears on and off However beware of this platform as this platform sometimes carries an enemy who can attack you. Ultratech Industries monsters Fulgore, Glacius, Riptor, Sabrewulf, Cinder, all of which act as stage bosses. there is a 1/10 chance of a boss appearing. They all do tbheir respective Special Moves to the players on screen . But can be KO'd. With Hazards Off, the Crane appears and has no chance of having bosses appear so its 100% a safe platform. Music Tracks: Killer Instinct 1995 Killer Instinct Main Theme K.I. Feeling - Orchid's Theme The Way U Move Oh Yeah - Chief Thunder Theme It's A Jungle Do It Now! - Jago Theme Full Bore - Fulgore Theme Ya Ha Ha - Spinal Theme Rumble - Riptor Theme Yo Check This Out - TJ Combo Theme Killer Instinct 2 / Killer Instinct Gold Street - TJ Combo Theme Helipad - Orchid Theme Bridge - Jago Theme Spaceship - Glacius Theme Castle - Sabrewulf Theme Dungeon - Gargos Theme Dojo - Kim Theme Killer Instinct 2013 The Instinct - Main theme Touch Me And I'll Break Your Face - Theme of Orchid The Tiger Warrior - Theme of Jago Shatterhail - Theme of Glacius Hinnamatoom - Thunder's Theme I'm Back (to Rise!) - TJ Combo's Theme Temperance & Vengeance - Maya's Theme The Dragon Spirit - Kim Wu's Theme Sandstorm Kan-Ra's Theme Hatchery 09 - Riptor's Theme Inferno - Cinder's Theme Execute - ARIA's Theme A Shattered Eyedol - Eyedol's Theme
In general, Openers in KI1 are unsafe but Openers in KI2 ARE safe. KI2 has a Rock/Paper/Scissor countering system though that makes it so the attempt isn't guaranteed to be safe if the opponent does an Opener at the same time that beats it. In KI1, if you want a combo starter to be "safe", you'd have to either do a jump-in attack as your opener or start your combo with a normal and special cancel into an opener. If the normal doesn't hit, the opener won't follow. There's probably a couple of openers that can't be punished but I'm not sure what they would be off hand. Maybe Cinders QP air torpedo or something like that, not really sure honestly. Now, in ONLINE versus there's usually just enough delay to make it so a punish isn't guaranteed. I'd have that happen a lot on the XboxOne emulation of KI. I'd block an opener, then retaliate with my own but it gets blocked and vice versa. If you wait until the attack in completely done, you're too late because there's a few frames of delay. So you have to basically punish a little sooner than you'd expect. Now, in OFFLINE mode it's a lot different. If you miss an Opener, you're getting hit for sure. That's why KI1 versus sometimes boils down to a lot of low and overhead attempts and no openers, because you use that move to then go into your opener. As for the flip kick, you can't do it if the cartwheel aka FlikFlak is blocked, so no, you can't make it safe with that.
@@GlaciusXL thanks so much for the advice I did try spinel as his openers are mix ups with the teleport but the cpu blocks all of them by input reading haha .. also if you would be so kind to answer what things can you do in the classic version of ki on Xbox that you can not do in the 1.5d patched version as I think you said cinders infinite works in both versions
@@danzgt So, on the XboxOne version, you can play both 1.5d and 1.4 which they call "CLASSIC" I believe. Cinders infinite works in both versions, but a few things that you can do only in 1.4. -Spinal can gain Infinite skulls as I show at the end of the Spinal Tutorial. Basically have 1 skull, Hold QP, do QCF MP and let go of QP just a fraction after press MP and you will have infinite skulls which means infinite juggles -Doing Fulgores teleport during a combo at the edge of any Rooftop stage (Cinder, Orchid, Spinal) will cause the character to shrink to 50% size. -Orchid can regain control after doing the Frog Transform finisher. You can hit them, their color pallette is jacked up and you can then start your Ultra but only for a moment because it goes into the Awesome Victory scene. Off the top of my head, those are the main ones I remember. Also, the EYEDOL code is different. In 1.5d you pick Cinder then on the VS screen hold Right and press QP, QK, FP,MK, MP, FK. In version 1.4 you pick Riptor and hold Left + QP,QK MP then Right + MP, FP, FK. As best as I remember without actually doing it. A lot of this stuff I execute without really thinking about it. The HANDS remember more than the mind, but I think that's right. There's probably other stuff but thats what I remember.
@@GlaciusXL is there a cheat to beat eyedol with orchid I tried the medium cat into back hk loop … but it only works every now and again .. do you have a better method with her please 🙏🏻 I hate eyedol lol 😅
Her wiki says Reverse Flik Flak[Charge → ← + QK/MK] is a linker but I only saw you use us [Charge → ← + MK] version and not the QK version. No matter what I do I cant get the QK version to even go off, let alone get in combo. I'm able to land the MK version as a linker just as you showed so is the wiki wrong? (Playing on the xbox arcade port and sorry if I ask a lot but you're straight up one of the only good resources for this amazing game)
I don't like saying what's NOT possible in KI, because it's a game of seemingly endless discoveries... but I'm confident in saying, f,b QK is NOT a move for Orchid in KI1, and that whatever this wiki is, is incorrect. And no worries, ask whatever questions you like and I'll help as best I can.
Yeah, you're right. Just tried it out. Only works on Arcade. Odd, didn't remember that. There are a couple combo differences between the two outside of glitches, just normal stuff. One is that Orchids MK Auto on Arcade is 2 hits and on SNES is 3. Also, Chief Thunder's combos on SNES don't drop after the second AUTO after starting with Triple Axe.
@@arjouuh7129 Thanks so much, I'm glad every time I hear that they've been helpful. I love this game and like when people can learn the game and enjoy it too. I HAD planned to make one but it's not really on my current to-do list right now. But @lajeandom just posted his Eyedol tutorial. It's got a lot of good info in it. czcams.com/video/UOJ1hTC6bdw/video.html
You're probably the 4th person to request that, so I may skip the order and do Spinal next. The order would be Cinder, Sabrewulf, Riptor, Spinal, Fulgore. But I'll probably do Spinal video next.
A couple things about it, one is try it on Sabrewulf. The other is you need a combo breaker. Every 80hit video I see starts off: (bfFK) - (QP)- (fbMK)- (QP).... then the next part loops (you'll need to pick your best spot to hold FP during this but the loop is) (df,d,db MP) - (fQP)-(qcf release FP)- (fbMK) over and over
Good video! But minor nitpick for future. Those aren't Laser Swords. They are laser Tonfa AKA nightsticks I'm using your videos for Research as I'm doing a Smash Moveset for Black Orchid
I could go with Nightstick in an "Expandable Baton" sense, sure. But the nightstick aka tonfa was what she used in KI2 not KI1. And I guess we could really dig into the word "LASER" as well honestly. I'm not much of one to get too worked up on things like that so I say FIREBALL and DRAGON PUNCH in these videos for things that aren't actually fire or anything pertaining to dragons. They're just general terms I use for moves that are similar to the moves established with Ryu. Well, whatever they are, (Light Sabers, Electrified Kalisticks, Pool Noodles) I hope the video was helpful.
@@GlaciusXL I need some assistance. If Orchid had A Down Tilt in Smash what move would make the most sense? Also I'm having trouble finding aerial moves and Throws. Would Killer Instinct 2 and 3 be better for those kinds of moves? Or are their enough to work with on this video?
@@StarForceBelmont321 I would imagine just a sweep like ZeroSuit or Bayonetta since those are usually just normals. As for throws, there arent any in KI1. She has throws in 2 & 3. Nothing fancy. She has an air throw in KI3 though. Upward moves would either be her rising knee from KI2 or KI3. They're similar. In KI3 the EX/Shadow version of her knee is a diagonal firecat. I could picture Forward Attack as her Cartwheel. Up Attack as her DF, D, DB FP attack in KI1. What i called Laser Sword Launch. Neutral Special as the KI1 projectile, Down Special as the Slide, forward special as the horizontal Firecat, up special as knee on press or diagonal firecat if it's held. Haven't really thought about KI characters in Smash but that's my initial thoughts on those moves.
@@GlaciusXL I already got the moveset almost done I made Neutral B Lasaken Side b Fire Cat Up B Air Buster knee Down B Flick Flack And her Final Smash is Ultra Combo. She can do combo breakers with perfect shield. :) Thanks!
I must be doing something wrong because I have trouble getting any further than the back-flip (i.e. Hold Forward, Back MK) as when I press QP after the back-flip happens, instead of it doing the auto two hits like in your video to keep the combo going shows, it just seems to do one hit and the combo basically ends. I cannot get any further. I just wonder if holding joystick in any weird directions can make the character be too far away for the QP to issue the two hits like it's supposed to(?). p.s. I am using a recent-ish version of MAME with a X-Arcade dual-stick to play. TIP: for those who want to practice and are using MAME I suggest turning off the round timer and turning on infinite health for players 1 and 2 so this way you can practice forever as the round will never end. but this requires you download the cheats file otherwise the option won't be there in the game and you also have to turn on cheats which can be done in the mame ini file or through the options on main mame menu basically.
@@GlaciusXL ; Yes, that was a perfect answer/video to my problem as you demonstrated it to perfection and as a bonus even went over the basics to make sure I was good there (which I was). but it was basically because I was in the corner in why I can't get any further as it's literally impossible to do in the corner as you demonstrated, which I did not know until now as this game does not make things obvious (like say it is in 2D Mortal Kombat games etc). but like I said in my other reply on the unlisted video, now I just got to go see if I can now pull it off, which I suspect ill be trying within the next day or so. thanks again, you have been a great help here and you make this stuff look easy ;) (it's not as easy as it looks as all of the charging etc makes it more complicated to do vs the old school 2D Mortal Kombat games where combos and general gameplay is, while fun and fast paced(at least in MK3/UMK3), generally easier) p.s. I made a longer post in that unlisted video you linked to.
@@GlaciusXL Just trying the thing myself (with initial three hits landing) I can get to the 24-hits but my 25-hit instead of being a Ultra is just a standard MP. I seem to have big trouble shifting from the baton part (24-hit) to the Back, Forward MP to trigger the Ultra. I can land everything, not consistently but a fair amount of the time, but the last 'Back, Forward MP' to trigger the Ultra just does not work as it does a standard MP instead for 25-hits. is there any other way to shift into a ultra besides doing the baton move before the 'back, forward MP' to trigger the Ultra? because I suspect that's what throws me off is all that rotating. EDIT: this is embarrassing, I found out why it's not working for me... because I was practicing with 'infinite energy' it does not allow Ultra's in round one as it appears it only works when the characters energy bar is closer to death in flashing red range of the last round where you will win the match. once I did that I could do the ultra without problem instead of it doing a cat charge move instead when ones energy bar is too high etc. I did not try your Ultra with the baton hit, but one with higher hits, which is the following... B,F+FK, QP, B,F+FK, QP, B,F+FK (still holding forward on this third set), QP, Back then MK (causes the spin kick), QP, B,F+FK, QP, B,F+MP and it Ultras then I fire off the projectile (but I still got to figure out how one throws three of those instead of just one?). but even Ultra aside, I can do low 30's hit combos during any point of the round using a variation of what I mentioned here adding in stuff like 'B,F+MK' (uses batons to hit them into the air) or 'B,F+QK' (uses kicks to knock them into the air). so now I might be able to do your ultra with the 'Down-Foward, Down, Down-Back + MP' which charges forward with the baton and then 'B,F+MP' to trigger the Ultra.
@@mas_79 Hey, sorry for the late reply. Glad you figured it out. I was just thinking while reading about whether the opponent was on Flashing Red health. Cool deal. As for throwing 3 projectiles, that only happens if you've broken a combo. So you'll need to do this in a VS match or something other than practice. Glad you figured it out. Hit me up if you have more questions.
She was my favorite to play back in the day with all of her combo potential & getting around breakers as well with some off the wall stuff. You got tired of seeing the same, old shit with many decent players, then go in & wreck stuff with Orchid because they're so predictable & easy to break & combo off of. Same with fast, ankle-biting Spinal goodness.
BROOOO!!!! I once did the Air Tiger at the arcade on accident! I had no idea how I did it and nobody believe me when I told them. I almost thought I imagined it, but now I know it's real
That's great! Yeah, that's one of those things "No you didn't! Liar!" lol. Glad you found the truth!
Haha.. that's how it was back in the day 😂
Lots of hidden depth to this game, I used to clear this in the arcade back in the day... Thought I was the ballocks 😂
my brain hurts trying to make the pieces fit but im going to keep trying at it bc she's my one of my fav fighting game characters ever
I remember seeing garlic on games master and he did the air cat! Never been able to do it till now 👍🏽
The last combo luxurious 👌
All I needed was the back flip input to continue the combo longer
This Is StarForceGeo! i'd love to show you my Finished Moveset since it wont let me post it on my normal account on the phone
Tagline: Orchid Trusts Her Instincts!
Boxing Ring Nickname: A Whole New Breed of Killer
Trailer:
Stats
Size: Similar to Zero Suit
Walk Speed: As fast as Link's Dash
Dash Speed: As Fast as Greninja
Weight: As Heavy as Little Mac
Height: Similar to bayonetta but slightly shorter
Jump Height: Jumps as high as Mario
Double Jump Height: Jumps as high as Wii Fit Trainer
Entrance: Cartwheels into battle pose starting ehr Escrima Sticks Saying "This should be Quick"
Smash Attacks:
Jab: Ichi Ni San: Orchid's Jab is very unique in that her second and thrid jab can be cancelling into her tilts or Specials to mimic Killer Instinct's deep combo system .
Dash Attack: Orchid turns around for a slide kick that goes from the tip of Final Destination to near the middle. Good for approaching
Forward Tilt: forward kick that reaches as far as Bayonettas foot that also combos into a 1 2 3. First hit is a kick to the leg then a kick to the stomach followed by a punch
Up Tilt: Backflip kick that is fast and sends the enemy upward for a followup Air attack
Down Tilt: A standard kick similar to Ryu. weak but quick
Forward Smash: Tonfa Backhand: Taken from Killer Instinct 2: does a bandhand slap with a fire effect.
Up Smash: Spinning Sword: (a.k.a. Niguu Giri) Orchid spins with her escrima, launching the opponent with two strikes
Down Smash: Tonfa Slash: Taken from Killer Instinct 2 slashes downward with her escrima than can render them down but also slide along the floor from the damage behind her for a follow up. if hit while in the air the attack meteors them
Air Attacks
Nair: A quick punch to the throat. Weak but comboable with Flick Flack in the air
Fair: very similar to Captain Falcon's Bair, does a double kick with decent damage and easy to combo into taken from her moveset of Killer Instinct 2/Gold
Bair:An Overhead Strike with her Escrima Stick from behind as a Spike. Taken from Killer Instinct 2/Gold moveset
UAir: Does two Escrima Sticks Slashes upward: An original move
Dair: : A downward strike from her Escrima Sticks bashing to the head. An Original move created for Smash
Throws:
Pummel: Escrima Stick filled fist bash to the stomach
Forward Throw: Slashes one Laser Stock to the chest sending them forward. An original move for smash
Up Throw: grabs them lands on her back and kicks them upward. Good launch power for comboing
Back throw: grabs their shoulder and puts her right heel into their stomach doing a backwards roll throwing them after kicking them. Taken from Killer Instinct 2 / Gold
Down Throw: grabs their shoulders and stomps on their sternum very hard then throws them behind her. An original move for smash
Gimmick: C-C-C Combo Breaker!!:
Upon executing a Perfect Shield as Orchid has a very unique exclusive ability, The Combo Breaker.
Orchid will immediately COUNTER attack her enemy depending on what move they were hit with and initiate a combo of her own
parrying a Smash attack will cause her to do a special move as a combo breaker by immediately hitting the desired direction of that move of Choice..
Parrying a special move will activate a Smash attack the same way by inputting the desired Direction.
However with this new ability timing for Parrying is even STRICTER for Orchid to not overpower her.
Specials:
Neutral B: Lasaken:[Quater Circle Forward+ A or B] Puts her right arm escrima sticsk sideways with her left arm stick upward above it vertically and launches a spinning energy disk. Has weak medium and strong varients
Holding down A or B when this after your Motion allows Triple Lasaken which while quick is weak and does three Lasakens that after the third hit causes knockback. However this leaves her open if missed
Side B: Fire Cat:[Charge 2 Seocnds Back then Forward + A or B] Orchid transforms into a Firecat and pounces. has super armor and and good power Strong Varient does Turbo Firecat and Goes farther with better knockback useful for outstage recovery
Up B:Air Buster:[Shoryuken Command+ A or B] Orchid leaps with a rising knee attack. that goes higher depending on Button press length. Has a sweetspot in the middle Like Falcon Knee.
Weak goes barely any height Medium is about the same as Luigi's Jump. While Strong goes as high as Sora's Aerial Sweep on the ground.
Down B: Flick Flack: [ Charge ↓ 2 Seconds then → or ← + A or B ] Orchid performs a spinning handstand kick. A Good Comboing tool. Reverse it to do a Reverse Flik Flak. Can be cancelled into moves for max damage thsi move traps and is hard to escape
Final Smash: Ultra Combo: Crosses her legs midstance with her right hand in the air saying "FINISH" as she prepares for an Ultra Combo. For 8 seconds She does her Ichi Ni San Followed by Flick Flack 3 times in a row followed by 3 backflip kicks to her enemy followed by an uppercut into Triple LAsaken for 45 hit Combo.The Final hit in the time limit has INCREDIBLE KNOCKBACK. Then you hear Mick Gordon from Killer Instinct 2013 shout ULTRA!!!!!! as you would in the game of origin.
Taunts:
Up Taunt: Fire Cat comes in roars and as Orchid pets it and it reacts affectionately. Taken from Killer Instinct 2013
Side Taunt: Back turned to screen as she faces forward saying "Target Spotted" . Taken from her Killer Instinct 2013 Intro
Down Taunt: Recreates her Round 1 Victory pose with her hip to the left and a raised arm screaming YEAH
Victory Poses:
1. Assumes Offensive Stance saying "One step Closer to flushing out UltraTech!" Slashes three times with her Escrima Sticks and then does a cross chop with them before assuming a new battle pose.
taken from Killer Instinct 2013 Victory Screen
2. Turns her back to the Screen Wags her finger like Sonic then strikes a Battle pose punching the camera man as the camera hits the floor. taken from Killer Instinct 3
3. Camera goes 360 around her from her legs all the way up to her face as She puts her right arm around her head and giggles smugly as the announcer says SUPREME VICTORY with a Smile. Taken From the Arcade Version of Killer Instinct 2.
Victory Theme: Humilation from the Original Arcade Soundtrack.
a funky tune that drones on after her victory pose is even finished
in the beginning the announcer says HUMILATION
Palutena's Guidance:
Costumes:
Costumes 1 3 5 and 7 are Classic Orchid from KI 1 and KI2 as seen in Killer Instinct 2013 in her retro costume colors based on her Alt Skins from those games
Costumes 2 4 6 and 8 are her Redesign appearance in Killer instinct 2013 with recolors being the customizable colors for alts
Stage: UltraTech Industries
The stage is a long narrow Walkway of the factory.
its got an occasional Crane with a platform that appears on and off However beware of this platform as this platform sometimes carries an enemy who can attack you. Ultratech Industries monsters Fulgore, Glacius, Riptor, Sabrewulf, Cinder, all of which act as stage bosses. there is a 1/10 chance of a boss appearing. They all do tbheir respective Special Moves to the players on screen . But can be KO'd. With Hazards Off, the Crane appears and has no chance of having bosses appear so its 100% a safe platform.
Music Tracks:
Killer Instinct 1995
Killer Instinct Main Theme
K.I. Feeling - Orchid's Theme
The Way U Move
Oh Yeah - Chief Thunder Theme
It's A Jungle
Do It Now! - Jago Theme
Full Bore - Fulgore Theme
Ya Ha Ha - Spinal Theme
Rumble - Riptor Theme
Yo Check This Out - TJ Combo Theme
Killer Instinct 2 / Killer Instinct Gold
Street - TJ Combo Theme
Helipad - Orchid Theme
Bridge - Jago Theme
Spaceship - Glacius Theme
Castle - Sabrewulf Theme
Dungeon - Gargos Theme
Dojo - Kim Theme
Killer Instinct 2013
The Instinct - Main theme
Touch Me And I'll Break Your Face - Theme of Orchid
The Tiger Warrior - Theme of Jago
Shatterhail - Theme of Glacius
Hinnamatoom - Thunder's Theme
I'm Back (to Rise!) - TJ Combo's Theme
Temperance & Vengeance - Maya's Theme
The Dragon Spirit - Kim Wu's Theme
Sandstorm Kan-Ra's Theme
Hatchery 09 - Riptor's Theme
Inferno - Cinder's Theme
Execute - ARIA's Theme
A Shattered Eyedol - Eyedol's Theme
Are any of her openers safe on block ? Or does the flip kick after make them safe ?
Great video man awesome
In general, Openers in KI1 are unsafe but Openers in KI2 ARE safe. KI2 has a Rock/Paper/Scissor countering system though that makes it so the attempt isn't guaranteed to be safe if the opponent does an Opener at the same time that beats it.
In KI1, if you want a combo starter to be "safe", you'd have to either do a jump-in attack as your opener or start your combo with a normal and special cancel into an opener. If the normal doesn't hit, the opener won't follow. There's probably a couple of openers that can't be punished but I'm not sure what they would be off hand. Maybe Cinders QP air torpedo or something like that, not really sure honestly.
Now, in ONLINE versus there's usually just enough delay to make it so a punish isn't guaranteed. I'd have that happen a lot on the XboxOne emulation of KI. I'd block an opener, then retaliate with my own but it gets blocked and vice versa. If you wait until the attack in completely done, you're too late because there's a few frames of delay. So you have to basically punish a little sooner than you'd expect. Now, in OFFLINE mode it's a lot different. If you miss an Opener, you're getting hit for sure. That's why KI1 versus sometimes boils down to a lot of low and overhead attempts and no openers, because you use that move to then go into your opener.
As for the flip kick, you can't do it if the cartwheel aka FlikFlak is blocked, so no, you can't make it safe with that.
@@GlaciusXL thanks so much for the advice I did try spinel as his openers are mix ups with the teleport but the cpu blocks all of them by input reading haha .. also if you would be so kind to answer what things can you do in the classic version of ki on Xbox that you can not do in the 1.5d patched version as I think you said cinders infinite works in both versions
@@danzgt So, on the XboxOne version, you can play both 1.5d and 1.4 which they call "CLASSIC" I believe. Cinders infinite works in both versions, but a few things that you can do only in 1.4.
-Spinal can gain Infinite skulls as I show at the end of the Spinal Tutorial. Basically have 1 skull, Hold QP, do QCF MP and let go of QP just a fraction after press MP and you will have infinite skulls which means infinite juggles
-Doing Fulgores teleport during a combo at the edge of any Rooftop stage (Cinder, Orchid, Spinal) will cause the character to shrink to 50% size.
-Orchid can regain control after doing the Frog Transform finisher. You can hit them, their color pallette is jacked up and you can then start your Ultra but only for a moment because it goes into the Awesome Victory scene.
Off the top of my head, those are the main ones I remember. Also, the EYEDOL code is different. In 1.5d you pick Cinder then on the VS screen hold Right and press QP, QK, FP,MK, MP, FK. In version 1.4 you pick Riptor and hold Left + QP,QK MP then Right + MP, FP, FK. As best as I remember without actually doing it. A lot of this stuff I execute without really thinking about it. The HANDS remember more than the mind, but I think that's right. There's probably other stuff but thats what I remember.
@@GlaciusXL is there a cheat to beat eyedol with orchid I tried the medium cat into back hk loop … but it only works every now and again .. do you have a better method with her please 🙏🏻
I hate eyedol lol 😅
Her wiki says Reverse Flik Flak[Charge → ← + QK/MK] is a linker but I only saw you use us [Charge → ← + MK] version and not the QK version. No matter what I do I cant get the QK version to even go off, let alone get in combo. I'm able to land the MK version as a linker just as you showed so is the wiki wrong?
(Playing on the xbox arcade port and sorry if I ask a lot but you're straight up one of the only good resources for this amazing game)
I don't like saying what's NOT possible in KI, because it's a game of seemingly endless discoveries... but I'm confident in saying, f,b QK is NOT a move for Orchid in KI1, and that whatever this wiki is, is incorrect.
And no worries, ask whatever questions you like and I'll help as best I can.
13:00 For some reason the FP auto of the MK Linker doesn't work in my snes console. I don't know why.
Yeah, you're right. Just tried it out. Only works on Arcade. Odd, didn't remember that. There are a couple combo differences between the two outside of glitches, just normal stuff. One is that Orchids MK Auto on Arcade is 2 hits and on SNES is 3. Also, Chief Thunder's combos on SNES don't drop after the second AUTO after starting with Triple Axe.
@@GlaciusXL Thanks for your answer! Your videos have been really entertaining and informative. Are you planning on doing a tutorial for Eyedol?
@@arjouuh7129 Thanks so much, I'm glad every time I hear that they've been helpful. I love this game and like when people can learn the game and enjoy it too. I HAD planned to make one but it's not really on my current to-do list right now. But @lajeandom just posted his Eyedol tutorial. It's got a lot of good info in it. czcams.com/video/UOJ1hTC6bdw/video.html
Thanks! Spinal next ?
You're probably the 4th person to request that, so I may skip the order and do Spinal next. The order would be Cinder, Sabrewulf, Riptor, Spinal, Fulgore. But I'll probably do Spinal video next.
Spinal Tutorial is up czcams.com/video/Pm-8ZCTEFC8/video.html
Any chance you know how to do the infinite combo with the glitched fireball ender
A couple things about it, one is try it on Sabrewulf. The other is you need a combo breaker. Every 80hit video I see starts off:
(bfFK) - (QP)- (fbMK)- (QP).... then the next part loops (you'll need to pick your best spot to hold FP during this but the loop is) (df,d,db MP) - (fQP)-(qcf release FP)- (fbMK) over and over
@@GlaciusXL alright thank you I’ll try it
Good video!
But minor nitpick for future.
Those aren't Laser Swords. They are laser Tonfa AKA nightsticks
I'm using your videos for Research as I'm doing a Smash Moveset for Black Orchid
I could go with Nightstick in an "Expandable Baton" sense, sure. But the nightstick aka tonfa was what she used in KI2 not KI1. And I guess we could really dig into the word "LASER" as well honestly. I'm not much of one to get too worked up on things like that so I say FIREBALL and DRAGON PUNCH in these videos for things that aren't actually fire or anything pertaining to dragons. They're just general terms I use for moves that are similar to the moves established with Ryu. Well, whatever they are, (Light Sabers, Electrified Kalisticks, Pool Noodles) I hope the video was helpful.
@@GlaciusXL I need some assistance.
If Orchid had A Down Tilt in Smash what move would make the most sense?
Also I'm having trouble finding aerial moves and Throws.
Would Killer Instinct 2 and 3 be better for those kinds of moves?
Or are their enough to work with on this video?
@@StarForceBelmont321 I would imagine just a sweep like ZeroSuit or Bayonetta since those are usually just normals. As for throws, there arent any in KI1. She has throws in 2 & 3. Nothing fancy. She has an air throw in KI3 though. Upward moves would either be her rising knee from KI2 or KI3. They're similar. In KI3 the EX/Shadow version of her knee is a diagonal firecat. I could picture Forward Attack as her Cartwheel. Up Attack as her DF, D, DB FP attack in KI1. What i called Laser Sword Launch. Neutral Special as the KI1 projectile, Down Special as the Slide, forward special as the horizontal Firecat, up special as knee on press or diagonal firecat if it's held. Haven't really thought about KI characters in Smash but that's my initial thoughts on those moves.
@@GlaciusXL I already got the moveset almost done
I made
Neutral B Lasaken
Side b Fire Cat
Up B Air Buster knee
Down B Flick Flack
And her Final Smash is Ultra Combo.
She can do combo breakers with perfect shield.
:)
Thanks!
@@GlaciusXL I finished my Moveset! I posted it on my alt account
I must be doing something wrong because I have trouble getting any further than the back-flip (i.e. Hold Forward, Back MK) as when I press QP after the back-flip happens, instead of it doing the auto two hits like in your video to keep the combo going shows, it just seems to do one hit and the combo basically ends. I cannot get any further.
I just wonder if holding joystick in any weird directions can make the character be too far away for the QP to issue the two hits like it's supposed to(?).
p.s. I am using a recent-ish version of MAME with a X-Arcade dual-stick to play. TIP: for those who want to practice and are using MAME I suggest turning off the round timer and turning on infinite health for players 1 and 2 so this way you can practice forever as the round will never end. but this requires you download the cheats file otherwise the option won't be there in the game and you also have to turn on cheats which can be done in the mame ini file or through the options on main mame menu basically.
I made a quick Unlisted Video for you that hopefully help address the problem. Hope this helps czcams.com/video/wbG8bzZtXSI/video.html
Sometimes YT is weird about Replies with links, so just sending a regular comment in hopes that you get a notification.
@@GlaciusXL ; Yes, that was a perfect answer/video to my problem as you demonstrated it to perfection and as a bonus even went over the basics to make sure I was good there (which I was). but it was basically because I was in the corner in why I can't get any further as it's literally impossible to do in the corner as you demonstrated, which I did not know until now as this game does not make things obvious (like say it is in 2D Mortal Kombat games etc). but like I said in my other reply on the unlisted video, now I just got to go see if I can now pull it off, which I suspect ill be trying within the next day or so.
thanks again, you have been a great help here and you make this stuff look easy ;) (it's not as easy as it looks as all of the charging etc makes it more complicated to do vs the old school 2D Mortal Kombat games where combos and general gameplay is, while fun and fast paced(at least in MK3/UMK3), generally easier)
p.s. I made a longer post in that unlisted video you linked to.
@@GlaciusXL Just trying the thing myself (with initial three hits landing) I can get to the 24-hits but my 25-hit instead of being a Ultra is just a standard MP. I seem to have big trouble shifting from the baton part (24-hit) to the Back, Forward MP to trigger the Ultra.
I can land everything, not consistently but a fair amount of the time, but the last 'Back, Forward MP' to trigger the Ultra just does not work as it does a standard MP instead for 25-hits.
is there any other way to shift into a ultra besides doing the baton move before the 'back, forward MP' to trigger the Ultra? because I suspect that's what throws me off is all that rotating.
EDIT: this is embarrassing, I found out why it's not working for me... because I was practicing with 'infinite energy' it does not allow Ultra's in round one as it appears it only works when the characters energy bar is closer to death in flashing red range of the last round where you will win the match. once I did that I could do the ultra without problem instead of it doing a cat charge move instead when ones energy bar is too high etc. I did not try your Ultra with the baton hit, but one with higher hits, which is the following...
B,F+FK, QP, B,F+FK, QP, B,F+FK (still holding forward on this third set), QP, Back then MK (causes the spin kick), QP, B,F+FK, QP, B,F+MP and it Ultras then I fire off the projectile (but I still got to figure out how one throws three of those instead of just one?).
but even Ultra aside, I can do low 30's hit combos during any point of the round using a variation of what I mentioned here adding in stuff like 'B,F+MK' (uses batons to hit them into the air) or 'B,F+QK' (uses kicks to knock them into the air).
so now I might be able to do your ultra with the 'Down-Foward, Down, Down-Back + MP' which charges forward with the baton and then 'B,F+MP' to trigger the Ultra.
@@mas_79 Hey, sorry for the late reply. Glad you figured it out. I was just thinking while reading about whether the opponent was on Flashing Red health. Cool deal. As for throwing 3 projectiles, that only happens if you've broken a combo. So you'll need to do this in a VS match or something other than practice. Glad you figured it out. Hit me up if you have more questions.
She was my favorite to play back in the day with all of her combo potential & getting around breakers as well with some off the wall stuff.
You got tired of seeing the same, old shit with many decent players, then go in & wreck stuff with Orchid because they're so predictable & easy to break & combo off of.
Same with fast, ankle-biting Spinal goodness.
You play online on 1 up by chance?
Just the XboxOne