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* HomeStage: Every character is associated with and fought on a stage of their own. Though a few characters share them in the 2013 game.



* HomeStage: Specific for the first game:
** Black Orchid has Chicago Rooftop.
** Chief Thunder has the Canyon.
** Cinder has Desert Rooftop.
** Fulgore has Industrial Warehouse.
** Glacius has Mountain Temple/Mountain Shrine.
** Jago has Tiger Shrine.
** Riptor has the Altar.
** Sabrewulf has Interior Castle.
** Spinal has Spinal's Rooftop.
** T.J. Combo has the Boxing Gym.
** Eyedol has Eyedol's Lair/Warehouse Basement



%% (ZCE) * AutobotsRockOut: Gargos's stage theme.

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%% (ZCE) * AutobotsRockOut: Gargos's stage theme.theme is really heavy on the electric guitars.


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* CircleOfStandingStones: Tusk's stage takes place in the middle of [[https://en.wikipedia.org/wiki/Stonehenge Stonehenge]] itself, the stones appearing as part of the background.


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* HomeStage: Characters have new stages this time, though their names aren't too fancy:
** Black Orchid has the Helipad.
** Fulgore has the Museum.
** Glacius has the Spaceship.
** Jago has the Bridge.
** Sabrewulf has Sabrewulf's Castle.
** Spinal has the Ship (and Spinal's Ship).
** T.J. Combo has the Street.
** Kim Wu has the Dojo.
** Maya has the Jungle.
** Tusk has Stonehenge.
** Gargos has the Dungeon.


Useless trivia: the first game, though marketed as using Ultra 64 hardware, was actually a custom Indigo[[superscript:2]] motherboard with a 100 MHz MIPS R4600 chip, Ultra graphics, and a hard drive for storing all the assets.

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Useless trivia: the first game, though marketed as using Ultra 64 hardware, was actually a custom Indigo[[superscript:2]] motherboard with a 100 MHz [=MHz=] MIPS R4600 chip, Ultra graphics, and a hard drive for storing all the assets.

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Useless trivia: the first game, though marketed as using Ultra 64 hardware, was actually a custom Indigo[[superscript:2]] motherboard with a 100 MHz MIPS R4600 chip, Ultra graphics, and a hard drive for storing all the assets.


''KI''-style {{combos}} are great for beginners who are inexperienced at {{fighting game}}s. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent in a [[CycleOfHurting stunlock]] state. Combos in ''Killer Instinct'' are very formulaic and easy, and can lead to massive double or even triple-digit hits. A Combo Breaker occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique to ''Killer Instinct'': All it means is that you press a single attack button once, and two strikes will be performed.

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''KI''-style {{combos}} are great for beginners who are inexperienced at {{fighting game}}s. ("'''[[ComboBreaker C-C-C-C-COMBO BREAKER]]'''" and "'''[[LargeHamAnnouncer ULLLLLTRAAAAAA COMBO]]'''" seem to be running gags associated with the series.) You don't have to expertly string moves together to keep your opponent in a [[CycleOfHurting stunlock]] state. Combos state to rack up big damage. Instead, combos in ''Killer Instinct'' are very formulaic and easy, following a strict formula of opening with a special move (called Openers by the community), linking together autoboubles and can lead more special moves, before finally ending in a finisher that shaves off a ton of health. However, the combo system has an out for players who are observant enough to massive double or even triple-digit hits. know how their opponent is trying to combo them. A Combo Breaker "Combo Breaker" occurs if the opponent is keen enough to know what works in a [[TacticalRockPaperScissors Rock/Paper/Scissors]] situation. "Autodoubles" are unique situation by pressing the two light, medium or heavy buttons corresponding to ''Killer Instinct'': All it means what type of autodouble is that you press a single attack button once, being performed. This forces players to be keenly aware of what buttons their opponent is pressing even mid combo, and two strikes will be performed.
keeps things interesting and engaging the entire match.


-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintenmdoEntertainmentSystem and UsefulNotes/GameBoy, and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra-Anymore) 64 in 1996. But that was a port of the ''second'' game.[[/note]]

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-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintenmdoEntertainmentSystem UsefulNotes/{{SNES}} and UsefulNotes/GameBoy, and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra-Anymore) 64 in 1996. But that was a port of the ''second'' game.[[/note]]


Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]], though the comic implies it's for the huge [[OnlyInItForTheMoney revenue]] from bloodthirsty spectators. Among the competitors are people who have been wronged by [=UltraTech=], most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid, and a few of the company's whacked-out test subjects such as the MascotMook Fulgore.

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Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]], though the comic implies it's for the huge [[OnlyInItForTheMoney revenue]] from [[HumansAreBastards bloodthirsty spectators.spectators]]. Among the competitors are people who have been wronged by [=UltraTech=], most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid, and a few of the company's whacked-out test subjects such as the MascotMook Fulgore.


Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]] (the comic implies its for the huge [[OnlyInItForTheMoney revenue]] from spectators). Among the competitors are people who have been wronged by [=UltraTech=], most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid, and a few of the company's whacked-out test subjects such as the MascotMook Fulgore.

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Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]] (the unclear]], though the comic implies its it's for the huge [[OnlyInItForTheMoney revenue]] from spectators).bloodthirsty spectators. Among the competitors are people who have been wronged by [=UltraTech=], most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid, and a few of the company's whacked-out test subjects such as the MascotMook Fulgore.


Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]]. Among the competitors are people who have been wronged by [=UltraTech=] (most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid) and a few of the company's whacked-out test subjects (including the MascotMook Fulgore).

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Set in a dystopic future Earth, the plot revolves around the eponymous Killer Instinct tournament held by the [[EvilInc hugely-evil]] [=UltraTech=] corporation for reasons [[ExcusePlot that are unclear]]. unclear]] (the comic implies its for the huge [[OnlyInItForTheMoney revenue]] from spectators). Among the competitors are people who have been wronged by [=UltraTech=] (most [=UltraTech=], most notably the CorporateSamurai and [[MsFanservice fanservice character]] Orchid) Orchid, and a few of the company's whacked-out test subjects (including such as the MascotMook Fulgore).Fulgore.


-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintendoEntertainmentSystem and UsefulNotes/GameBoy, and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra-Anymore) 64 in 1996. But that was a port of the ''second'' game.[[/note]]

to:

-->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well, not completely true. The first game did see a [[PolishedPort very good port]] on the UsefulNotes/SuperNintendoEntertainmentSystem UsefulNotes/SuperNintenmdoEntertainmentSystem and UsefulNotes/GameBoy, and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra-Anymore) 64 in 1996. But that was a port of the ''second'' game.[[/note]]



* MechanicalMuscles: TJ Combo, with the help of Ultratech, illegally implanted cybernetics in his arms, in order to win in boxing battles, said prosthetics being very muscular. Later he was discovered and kicked off. While in ''[=KI1=]'' it's covered with artificial skin, in ''[=KI2=]'' it's visible with [[https://vignette.wikia.nocookie.net/killerinstinct/images/4/46/TJ_Combo_KI_02.png/revision/latest?cb=20131103161904&format=original his hands peeled off showing his cybernetics]].

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* LukeIAmYourFather: [[spoiler:Jago is Orchid's long-lost brother.]]
* MechanicalMuscles: TJ Combo, with the help of Ultratech, illegally implanted cybernetics in his arms, in order to win in boxing battles, said prosthetics being very muscular. Later he was discovered and kicked off. While in ''[=KI1=]'' it's covered with artificial skin, in ''[=KI2=]'' it's visible with [[https://vignette.wikia.nocookie.net/killerinstinct/images/4/46/TJ_Combo_KI_02.png/revision/latest?cb=20131103161904&format=original his hands peeled off showing his cybernetics]].cybernetics]], and in the 2013 game, his arms appear scarred all over, implying that the prosthetics had been implanted under his skin and later removed.



* MultipleEndings: Depending on who you did or didn't let live (and in Glacius' case, if his ship is still intact), it can cause different ending scenes to play out at the end of the game.

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* MultipleEndings: Depending on who you did or didn't let live (and in Glacius' case, if his ship is still intact), it can cause different ending scenes to play out at the end of the game. ''KI Gold'' removes this and has only one ending per character, most of them based on the arcade (due to this, TheReveal [[spoiler:that Jago and Orchid are siblings]] is never mentioned).


The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay. A sequel was later released which wasn't nearly as popular for several reasons: getting rid of the pre-rendered backgrounds in favor of [[PolygonCeiling real time polygonal backgrounds]] (the fighters were still sprite-based, however), the revamping of several characters, a confusing time-travel plot, and the rise of 3D {{Fighting Game}}s. An updated version, titled ''Killer Instinct Gold'', was released for the Nintendo 64 a couple months after launch. The series still had a fanbase, however, and some still hoped for a revival done by developer Creator/{{Rare}}. However, in light of [[http://shoryuken.com/2012/08/22/former-rare-employee-explains-why-we-never-saw-a-killer-instinct-3/ certain news]], it sadly seemed unlikely...

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The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay. A sequel called ''Killer Instinct 2'' was later released which released, but wasn't nearly as popular for several reasons: getting rid of the pre-rendered backgrounds in favor of [[PolygonCeiling real time polygonal backgrounds]] (the fighters were still sprite-based, however), backgrounds]], the revamping of several characters, a confusing time-travel plot, and the rise of 3D {{Fighting Game}}s. An updated version, titled ''Killer Instinct Gold'', was released for the Nintendo 64 a couple months after launch. The series still had a fanbase, however, and some still hoped for a revival done by developer Creator/{{Rare}}. However, in light of [[http://shoryuken.com/2012/08/22/former-rare-employee-explains-why-we-never-saw-a-killer-instinct-3/ certain news]], it sadly seemed unlikely...


''Killer Instinct'' is a series of {{fighting game}}s developed by Creator/RareEntertainment originally for Nintendo systems, then developed by Creator/DoubleHelixGames and later Creator/IronGalaxyStudios for Microsoft's UsefulNotes/XboxOne and PC. The series comprises the following games:

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''Killer Instinct'' is a series of {{fighting game}}s developed by Creator/RareEntertainment Creator/{{Rare}} originally for Nintendo systems, then developed by Creator/DoubleHelixGames and later Creator/IronGalaxyStudios for Microsoft's UsefulNotes/XboxOne and PC. The series comprises the following games:

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''Killer Instinct'' is a series of {{fighting game}}s developed by Creator/RareEntertainment originally for Nintendo systems, then developed by Creator/DoubleHelixGames and later Creator/IronGalaxyStudios for Microsoft's UsefulNotes/XboxOne and PC. The series comprises the following games:

* ''Killer Instinct''
* ''Killer Instinct 2''
** ''Killer Instinct Gold''
* ''VideoGame/KillerInstinct2013''


!!''Killer Instinct'' and ''Killer Instinct 2'' provide examples of:

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!!''Killer Instinct'' and ''Killer Instinct 2'' provide !!The series provides examples of:
of[[note]]The 2013 game's tropes can be found in its own page.[[/note]]:
[[foldercontrol]]
[[folder:The franchise in general]]



* AIBreaker: In the original game, you can easily beat Fulgore by dashing in, stopping just out of reach, and jumping back until he tries to uppercut you, then countering over and over.



** '''ULTIMATE!''' - New finishing moves gained by performing an ultra on your first health bar then canceling it with a throw.
* ArcadePerfectPort: As for the presentation: The all-black cartridge was pretty badass. (''{{VideoGame/DOOM}}'' was pretty amazing as well; one of only two blood-red carts, the other being ''ComicBook/MaximumCarnage''.) It was basically ''Mortal Kombat'' but with ''VideoGame/DonkeyKongCountry'' TwoAndAHalfD graphics: they rendered some 3D graphics that the SNES isn't capable of producing on its own, then screenshotted them to make sprites that the SNES can draw. So, was the SNES version a good port? The models were grainer, and the cool fireball glowing effects were gone. The "3D" levels like Orchid's rooftop were flattened and the {{Ring Out}}s were changed... It was a little ''too'' ambitious for the SNES and it shows, especially 20 years later. But in the summer of '94, it was a good conversion. ''KI'' was going to be the flagship "Ultra 64" game; the tease for the imminent UsefulNotes/Nintendo64. Nintendo were advertising CGI cutscenes for ''Killer Instinct'' that wouldn't come to fruition until the console's release two years later. ({{Creator/Sony}} pulled a similar trick with UsefulNotes/PlayStation, by the way: kids were standing in crowds three-deep to watch the intro to ''VideoGame/FinalFantasyVII'' playing on a loop at Gamestop, years before the game was released.) ''KI'' on SNES was Nintendo's apology for the long-overdue [=N64=].
* AutobotsRockOut: Gargos, [=KI2=]'s final boss' stage theme.
* AwesomeMcCoolname: Even though this is probably a byproduct of the DarkAgeOfSupernames (mid-Nineties, people), pretty much every character. Thunder, Cinder, Riptor, Fulgore, Tusk, you name it.

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** '''ULTIMATE!''' - New finishing moves gained by performing an ultra on your first health bar then canceling it with a throw.
* ArcadePerfectPort: As for the presentation: The all-black cartridge was pretty badass. (''{{VideoGame/DOOM}}'' was pretty amazing as well; one of only two blood-red carts, the other being ''ComicBook/MaximumCarnage''.) It was basically ''Mortal Kombat'' but with ''VideoGame/DonkeyKongCountry'' TwoAndAHalfD graphics: they rendered some 3D graphics that the SNES isn't capable of producing on its own, then screenshotted them to make sprites that the SNES can draw. So, was the SNES version a good port? The models were grainer, and the cool fireball glowing effects were gone. The "3D" levels like Orchid's rooftop were flattened and the {{Ring Out}}s were changed... It was a little ''too'' ambitious for the SNES and it shows, especially 20 years later. But in the summer of '94, it was a good conversion. ''KI'' was going to be the flagship "Ultra 64" game; the tease for the imminent UsefulNotes/Nintendo64. Nintendo were advertising CGI cutscenes for ''Killer Instinct'' that wouldn't come to fruition until the console's release two years later. ({{Creator/Sony}} pulled a similar trick with UsefulNotes/PlayStation, by the way: kids were standing in crowds three-deep to watch the intro to ''VideoGame/FinalFantasyVII'' playing on a loop at Gamestop, years before the game was released.) ''KI'' on SNES was Nintendo's apology for the long-overdue [=N64=].
* AutobotsRockOut: Gargos, [=KI2=]'s final boss' stage theme.
* AwesomeMcCoolname: Even though this is these were probably a byproduct of the DarkAgeOfSupernames (mid-Nineties, people), pretty much every character. Thunder, Cinder, Riptor, Fulgore, Tusk, you name it.



* BonusBoss: The ''2013'' title has a special version of Shadow Jago as a secret endboss in Season One's story, available only after unlocking everyone else's endings and then completing Story Mode again on at least Medium difficulty without losing once. This guy is definitely much tougher than the original Jago.



* BroadStrokes: The plot of ''KI 2013'' is a reboot, but it borrows pieces of the old continuity for use as backstory. For instance, Jago has already discovered that the Tiger Spirit was actually Gargos, but Cinder and Riptor aren't created by Ultratech until the events of Season 2.



* {{Cap}}:
** In the first two games, you can do up to 80 hits in a single combo, except for Ultra Combos, which could ''easily'' break into the triple digits.
** There is no hit cap KI 2013, as there have been several combos shown that go beyond 80 hits. However, it has "knockdown value", a bar that represents the amount of combo potential you have left before your combo will automatically stop. Depending on the move, the KV bar will rise at different speeds (Shadow Moves, for example, don't change the KV, allowing you to extend your combo). It's crucial to perform an ender before the KV fills up or risk losing out on big damage. You can reset the KV of a combo by landing a Counter Breaker or using Instinct Mode during the combo.
* CastOfSnowflakes: For a cast of 26 strong in the ''2013'' reboot, each character is so wildly different in appearance, backstory, and even playstyle, that it's hard to narrow down similarities between any of them.
* ChargedAttack: Charged by performing a combo breaker. The second game had a more traditional super meter, but the easiest way to charge it was performing combo breakers.

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* {{Cap}}:
** In the first two games, you can do up to 80 hits in a single combo, except for Ultra Combos, which could ''easily'' break into the triple digits.
** There is no hit cap KI 2013, as there have been several combos shown that go beyond 80 hits. However, it has "knockdown value", a bar that represents the amount of combo potential you have left before your combo will automatically stop. Depending on the move, the KV bar will rise at different speeds (Shadow Moves, for example, don't change the KV, allowing you to extend your combo). It's crucial to perform an ender before the KV fills up or risk losing out on big damage. You can reset the KV of a combo by landing a Counter Breaker or using Instinct Mode during the combo.
* CastOfSnowflakes: For a cast of 26 strong in the ''2013'' reboot, each character is so wildly different in appearance, backstory, and even playstyle, that it's hard to narrow down similarities between any of them.
* ChargedAttack: Charged by performing a combo breaker. The second game had a more traditional super meter, but the easiest way to charge it was performing combo breakers.{{combo breaker}}.



* {{Combos}}: This series is basically the TropeCodifier, as it was the second (after ''Super VideoGame/StreetFighterII'') FightingGame to count combo hits and the third to use chain combos (after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom'', later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system.) Almost any hit can be strung into a combo, and can be interrupted with a C-C-C-{{COMBO BREAKER}}! In ''Killer Instinct 2,'' it's possible to reach 60+ hits ''without'' glitching or cheating, although this is limited to the end-of-match Ultra combos, and to players who had a full comprehension of the combo engine. Also, combos basically ARE the gameplay; you won't get far without using a few of them.
* ComebackMechanic:
** The Instinct Meter in the 2013 game builds only when you take damage or successfully perform combo breakers, so you won't be able to activate Instinct mode unless you've been beaten down a few times. The exceptions to this rule are Spinal, thanks to his Shadow Skull Fireball draining the Instinct Meter, and Jago, with his Around the World combo trait giving a small amount of instinct when successfully performed.
** T.J. Combo has another mechanic in the 2013 game in addition to the regular Instinct Mode - if he runs out of health and he has a full Instinct Meter, he'll get back up with a small amount of health and a half-duration Instinct mode for one more shot at victory.
* TheComputerIsACheatingBastard: The computer pretty much performs {{combo breaker}}s at will. In the second game, it almost always counters your combo opener with [[TacticalRockPaperScissors the move that trumps it]]. One saving grace; the computer will never have magical immunity to the TacticalRockPaperScissors; if you respond to the computer opponent's opener with the appropriate counter, it ''will'' work, every time. The game is also quite infamous for the computer controlled characters hit harder then human ones. Get into a mirror match with the computer and trade blows, you will lose.
** And let's not get started on the new Arcade Mode boss, [[spoiler:Shadow Jago...]]
* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of Ultratech (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]
** The third game avoids this by being a straight-up ContinuityReboot, picking and choosing pieces of the old games' continuity to incorporate into the backstory.
* CounterAttack: Shadow Counters in 2013 release. They can be activated when your character is blocking and use one stock of your shadow meter, but if you get hit when it's active, your character will instantly respond with one of his/her shadow moves. However, you can still get knocked out of it if the opponent is using a multi-hitting attack.
** In addition, Hisako can perform her own, unique counter at the cost of her Wrath meter.
* CraftedFromAnimals: In the last game, Chief Thunder returns from the first game with large feathers in his head and a necklace made of teeth, probably from wild animals like wolves, bears, etc. This trope becomes more literal with his alternate costumes, having helmets with heads of a bear, a wolf, [[SkeletonsInTheCoatCloset a skull of an animal]] and even in one costume, his axes are sharped bones attached to a stone and a stick.

to:

* {{Combos}}: This series is basically the TropeCodifier, as it was the second (after second[[note]]after ''Super VideoGame/StreetFighterII'') VideoGame/StreetFighterII''[[/note]] FightingGame to count combo hits and the third to use chain combos (after combos[[note]]after ''VideoGame/{{Darkstalkers}}'' and ''VideoGame/XMenChildrenOfTheAtom'', ''VideoGame/XMenChildrenOfTheAtom''; later games like ''VideoGame/StreetFighterAlpha'' and ''VideoGame/MortalKombat3'' would adopt the system.) system[[/note]]. Almost any hit can be strung into a combo, and can be interrupted with a C-C-C-{{COMBO BREAKER}}! In ''Killer Instinct 2,'' it's possible to reach 60+ hits ''without'' glitching or cheating, although this is limited to the end-of-match Ultra combos, and to players who had a full comprehension of the combo engine. Also, combos basically ARE the gameplay; you won't get far without using a few of them.
* ComebackMechanic:
** The Instinct Meter in the 2013 game builds only when you take damage or successfully perform combo breakers, so you won't be able to activate Instinct mode unless you've been beaten down a few times. The exceptions to this rule are Spinal, thanks to his Shadow Skull Fireball draining the Instinct Meter, and Jago, with his Around the World combo trait giving a small amount of instinct when successfully performed.
** T.J. Combo has another mechanic in the 2013 game in addition to the regular Instinct Mode - if he runs out of health and he has a full Instinct Meter, he'll get back up with a small amount of health and a half-duration Instinct mode for one more shot at victory.
* TheComputerIsACheatingBastard: The computer pretty much performs {{combo breaker}}s at will. In the second game, it almost always counters your combo opener with [[TacticalRockPaperScissors the move that trumps it]]. One saving grace; the computer will never have magical immunity to the TacticalRockPaperScissors; if you respond to the computer opponent's opener with the appropriate counter, it ''will'' work, every time. The game is games are also quite infamous for the computer controlled characters hit harder then human ones. Get into a mirror match with the computer and trade blows, you will lose.
** And let's not get started on the new Arcade Mode boss, [[spoiler:Shadow Jago...]]
* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of Ultratech (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]
** The third game avoids this by being a straight-up ContinuityReboot, picking and choosing pieces of the old games' continuity to incorporate into the backstory.
* CounterAttack: Shadow Counters in 2013 release. They can be activated when your character is blocking and use one stock of your shadow meter, but if you get hit when it's active, your character will instantly respond with one of his/her shadow moves. However, you can still get knocked out of it if the opponent is using a multi-hitting attack.
** In addition, Hisako can perform her own, unique counter at the cost of her Wrath meter.
* CraftedFromAnimals: In the last game, Chief Thunder returns from the first game with large feathers in his head and a necklace made of teeth, probably from wild animals like wolves, bears, etc. This trope becomes more literal with his alternate costumes, having helmets with heads of a bear, a wolf, [[SkeletonsInTheCoatCloset a skull of an animal]] and even in one costume, his axes are sharped bones attached to a stone and a stick.
lose.



* DoesNotLikeShoes: Maya from ''[=KI2=]'' is a barefoot savage.
* DownerEnding:
** Riptor and Fulgore endings in the first game. In the former, the humanity is wiped out (even [[HoistByHisOwnPetard Ultratech]]) and the earth is ruled by Dinosaurs again. In the latter, [[TheBadGuyWins Ultratech successfully starts to mass product a new Fulgore generation]]. (No wonder Fulgore was the penultimate opponent of single-player)
** Since ''[=KI2=]'' introduced the concept of MultipleEndings, depending on which specific character you finish off in specific ways, you may get this for your character. For example, if you have Orchid kill [[spoiler:Jago]] (same if you kill Orchid with [[spoiler:Jago]]) in 2, or if you have Jago finish [[spoiler:Orchid]] with an Ultra in the new game.
* EarlyInstallmentWeirdness: No one touches the original SNES/Arcade ''Killer Instinct'' games anymore. ''[=KI1=]'' has a really wacky combo system, though: More than half the special moves hit multiple times, so you have to chain them together with regular attacks.
* EasterEgg: In ''KI 2013'', if both players stand still and do nothing, certain characters' new personal themes will play a remix of either one/both of the old personal themes (the characters from previous games; Omen's hidden theme is a remix of Gargos' old personal theme) or the ''KI'' main theme (most newcomers; as ARIA already uses the main theme in her personal theme, her hidden theme is instead a remix of the Character Select Theme). Rash and the Arbiter have remixes of the Battletoads pause theme and "Impend", respectively, as their hidden themes.



* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until it eventually included the whole cast of [=KI1=] and 2, a good chunk of new ones, and even a few guests, resulting in a roster over twice the size of either prior KI game.
* EmbeddedPrecursor: Opting for the top tier package of the 2013 game includes an emulated version of the original ''Killer Instinct'' (a game that, until then, had yet to get a full arcade-quality home port), this time with online play enabled. An online-available port of ''Killer Instinct 2'' was packaged with the higher-tier bundle of Season 2.
* EnemyMine: In Shadow Lords, pretty much every playable character is on the side of Earth. Kan-Ra sells you materials; ARIA rallies her Ultratech mercenaries to your side and gives you information as well as transportation; Mira and her coven prioritize Gargos over their hunters as a major threat; Eyedol's only concern is beating Gargos into a fine paste for as long as their bodies will allow; even the Omen left in Jago to corrupt him has grown far too attached to his free will to allow Gargos to make him a slave again.
* EveryoneHasASpecialMove: 2013 version takes it a step further than most fighting games - each character has at least one unique "combo trait", allowing them to create combos in a different way than anyone else. Instinct mode also grants different ability for every character in addition to universal bonuses.

to:

* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until it eventually included the whole cast of [=KI1=] and 2, a good chunk of new ones, and even a few guests, resulting in a roster over twice the size of either prior KI game.\n* EmbeddedPrecursor: Opting for the top tier package of the 2013 game includes an emulated version of the original ''Killer Instinct'' (a game that, until then, had yet to get a full arcade-quality home port), this time with online play enabled. An online-available port of ''Killer Instinct 2'' was packaged with the higher-tier bundle of Season 2.\n* EnemyMine: In Shadow Lords, pretty much every playable character is on the side of Earth. Kan-Ra sells you materials; ARIA rallies her Ultratech mercenaries to your side and gives you information as well as transportation; Mira and her coven prioritize Gargos over their hunters as a major threat; Eyedol's only concern is beating Gargos into a fine paste for as long as their bodies will allow; even the Omen left in Jago to corrupt him has grown far too attached to his free will to allow Gargos to make him a slave again.\n* EveryoneHasASpecialMove: 2013 version takes it a step further than most fighting games - each character has at least one unique "combo trait", allowing them to create combos in a different way than anyone else. Instinct mode also grants different ability for every character in addition to universal bonuses.



* {{Feelies}} - The game was released with a soundtrack album, ''Killer Cuts''. ''KI Gold'' also had its own soundtrack CD called ''Gold Cuts''. The retail "Definitive Edition" of the reboot will continue the tradition by including a soundtrack disc as well.
* FinishingMove - Each character gets at least two, plus the Humiliation moves and a match-ending "Ultra Combo". Although the third game has mostly done away with all these finishers aside from Ultra Combos, BonusBoss Shadow Jago gets his own cinematic Ultimate Combo to finish combos in the same way as Ultras.
** The replacement developer for Double Helix, Iron Galaxy Studios, has said they want to bring these back going forward. They're already making progress with T.J. Combo, Kan-Ra, Aganos, Hisako, [=ARIA=] and the Arbiter's stages getting Stage Ultras, but no word if the other stages will have any incorporated retroactively.
** A series of Season 3 updates to the game will give fifteen of the characters their own Ultimate moves in addition to Shadow Jago.



* GameBreakingBug: In the original, both Cinder and Eyedol had, as the result of bugs, infinite hit combos. Cinder's however, could be done at any time during a match, completely shutting out the opponent and guaranteeing Cinder the win once the timer ran down.



* GuestFighter: Rash from ''VideoGame/{{Battletoads}}'', the Arbiter from ''Franchise/{{Halo}}'' and General RAAM from ''Franchies/GearsOfWar'' were added in Season 3.
* GuideDangIt: To win the second game, the final hit on Gargos must launch him into the air. If it doesn't, his health bar will hit zero but he won't go down until he's knocked off his feet, and the player will still lose if the timer runs down.



* HitboxDissonance

to:

%% (ZCE) * HitboxDissonance



** B. Orchid homages Cheshire from Creator/DCComics. For comparison, check out the pictures of B. Orchid and Cheshire [[http://www.comicvine.com/b-orchid/29-58309/images/ here]] and [[http://www.comicvine.com/cheshire/29-2537/images/ here]]. Orchid may have received a homage of her own in Joystick from Marvel Comics.

to:

** B. Orchid homages Cheshire from Creator/DCComics. For comparison, check out the pictures of B. Orchid and Cheshire [[http://www.comicvine.com/b-orchid/29-58309/images/ here]] and [[http://www.comicvine.com/cheshire/29-2537/images/ here]]. Orchid may have received a homage of her own in Joystick from Marvel Comics.



** ''[=KI2013's=]'' version of Cinder is a [[BuffySpeak burnier]] ComicBook/{{Deadpool}}, though Cinder stops short of breaking the fourth wall and literal madness.
* HoistByHisOwnPetard: Ultratech in the Riptor's ending ([=KI1=]). Riptor reproduction goes out of control, killing all humans.
* IdiosyncraticComboLevels: In the first two games, they went in this order: Triple, Super, Hyper, Brutal, Master, Awesome, Blaster, Monster, King, Killer. Above that, there's two types: [[FinishingMove Ultimate Combos]] and '''[[NoHoldsBarredBeatdown ULTRAAAAAAAAA COOOOOOMBOOOOOOOOOS!]]'''
** KI 2013 instead goes for the following: Basic, Triple, Quad, Solid, Hyper, Brutal, Master, Blaster, Extreme, Awesome, Monster, Insane, Beastly, King, Crazy, Killer, Godlike(with "combo" suffix indicating whether the combo was ended properly or not). And above all of them, there's the '''[[FinishingMove ULTRAAA COOOOOOMBOOOOOOOOO!]]'''. Perform ''two or more'' ultras, and you get an elongated '''ULTRAAAAAAAAAAAAAAAAAAAAAAAA!!!'''
* ImMelting: In the Arcade version, if you finish off Glacius with Riptor's Acid Spit or Chief Thunder's Lighting Bolt No Mercy moves, Glacius will melt into oblivion.
* KabukiSounds: On the special limited edition ''Killer Cuts'' CD that came with the SNES port, Jago's theme "Do It Now!" features the "Yoo~ooh!" voice.
* LargeHam: The announcer, bar none. Taken UpToEleven in the UsefulNotes/XboxOne Reboot.
* LikeRealityUnlessNoted: The novella for the ''2013'' game reveals that the Killer Instinct world is mostly the same as real life, with websites such as Twitch being mentioned. It's only ''mostly'' the same because real life obviously doesn't have 3500 year old sorcerers, vampires, and demon warlords wandering about.
* {{Macrogame}}: In the 2013 game's Shadow Lords mode, your guardians and artifacts carry over between playthroughs, giving you an edge on your next run.
* MechanicalMuscles:
** Fulgore, with the 2013 reboot focusing on his [[https://static.trueachievements.com/customimages/042361.png neck]] and [[https://vignette.wikia.nocookie.net/killerinstinct/images/c/cd/Fulgore_Unit-3_Revealed.png/revision/latest?cb=20140130175955 upper body]].
** TJ Combo, with the help of Ultratech, illegally implanted cybernetics in his arms, in order to win in boxing battles, said prosthetics being very muscular. Later he was discovered and kicked off. While in KI1 it's covered with artificial skin, in ''[=KI2=]'' it's visible with [[https://vignette.wikia.nocookie.net/killerinstinct/images/4/46/TJ_Combo_KI_02.png/revision/latest?cb=20131103161904&format=original his hands peeled off showing his cybernetics]].

to:

** ''[=KI2013's=]'' version of Cinder is a [[BuffySpeak burnier]] ComicBook/{{Deadpool}}, though Cinder stops short of breaking the fourth wall and literal madness.
* HoistByHisOwnPetard: Ultratech in the Riptor's ending ([=KI1=]). Riptor reproduction goes out of control, killing all humans.
* IdiosyncraticComboLevels: In the first two games, they went in this order: Triple, Super, Hyper, Brutal, Master, Awesome, Blaster, Monster, King, Killer. Above that, there's two types: [[FinishingMove Ultimate Combos]] and '''[[NoHoldsBarredBeatdown ULTRAAAAAAAAA COOOOOOMBOOOOOOOOOS!]]'''
** KI 2013 instead goes for the following: Basic, Triple, Quad, Solid, Hyper, Brutal, Master, Blaster, Extreme, Awesome, Monster, Insane, Beastly, King, Crazy, Killer, Godlike(with "combo" suffix indicating whether the combo was ended properly or not). And above all of them, there's the '''[[FinishingMove ULTRAAA COOOOOOMBOOOOOOOOO!]]'''. Perform ''two or more'' ultras, and you get an elongated '''ULTRAAAAAAAAAAAAAAAAAAAAAAAA!!!'''
* ImMelting: In the Arcade version, if you finish off Glacius with Riptor's Acid Spit or Chief Thunder's Lighting Bolt No Mercy moves, Glacius will melt into oblivion.
* KabukiSounds: On the special limited edition ''Killer Cuts'' CD that came with the SNES port, Jago's theme "Do It Now!" features the "Yoo~ooh!" voice.
* LargeHam: The announcer, bar none. Taken UpToEleven in the UsefulNotes/XboxOne Reboot.
none.
* LikeRealityUnlessNoted: The novella for the ''2013'' game reveals that the Killer Instinct world is mostly the same as real life, with websites such as Twitch being mentioned. It's only ''mostly'' the same because real life obviously doesn't have 3500 year old sorcerers, vampires, and demon warlords wandering about.
* {{Macrogame}}: In the 2013 game's Shadow Lords mode, your guardians and artifacts carry over between playthroughs, giving you an edge on your next run.
* MechanicalMuscles:
** Fulgore, with the 2013 reboot focusing on his [[https://static.trueachievements.com/customimages/042361.png neck]] and [[https://vignette.wikia.nocookie.net/killerinstinct/images/c/cd/Fulgore_Unit-3_Revealed.png/revision/latest?cb=20140130175955 upper body]].
**
MechanicalMuscles: TJ Combo, with the help of Ultratech, illegally implanted cybernetics in his arms, in order to win in boxing battles, said prosthetics being very muscular. Later he was discovered and kicked off. While in KI1 ''[=KI1=]'' it's covered with artificial skin, in ''[=KI2=]'' it's visible with [[https://vignette.wikia.nocookie.net/killerinstinct/images/4/46/TJ_Combo_KI_02.png/revision/latest?cb=20131103161904&format=original his hands peeled off showing his cybernetics]].



* MickeyMousing: Ultras in KI 2013 are now punctuated by music, where each hit in the combo is accompanied by a note. The beat is different for each character, and the song is different for each stage. Also, even as you're cycling through the options in the pause and post-fight menus, every tick of the directional plays a note of the KI theme.
* MultipleEndings: Depending on who you did or didn't let live (and in Glacius' case, if his ship is still intact), it can cause different ending scenes to play out at the end of the game in ''[=KI2=]''. These came back in Season One's Arcade Mode.
* NakedPeopleAreFunny: One of Orchid's finishing moves has her flashing her opponent, causing a comedic overreaction.
* NightmareFace: [[spoiler: Or lack thereof, in ARIA's case.]] Hisako's GameFace, too, is the stuff of nightmares.
* OhCrap: In the third game, some Ultimates, such as Thunder's, Hisako's, and Kilgore's, show the fighter on the receiving end making this type of face as they realize what the opponent is about to do.
* OminousLatinChanting: Not actually Latin, but still, some character themes count:
** Spinal's theme in KI 2013 has Ominous Swedish Chanting, taking on the form of a ritual to summon the skeletal swordsman to their side.
--->"Vi ber till dig, Spinal, lämna din kropp! Bli våran hövding, ta till vapen! Skänk oss din styrka vid denna strid! Vakna, vakna, mäktiga Gud!" ''(Spinal, we ask you to leave your body! Become our chieftain, take up arms! Grant us your strength in this battle! Awaken, awaken, mighty god!)''
** Aganos' theme in KI 2013 has the chanting in Greek...
--->"Μάχη! Πόλεμος! Νίκη! Πόνος! Δίκη! Πόλεμος! Τρόμος παντού!" ''(Battle! War! Victory! Pain! Trial! War! Terror everywhere!)''
** ...and Hisako's, somewhat obviously, is in Japanese.
--->"Kienai Hisako, honoo-en no haka! Fukushū, fukushū no inori! Kemuri, kemuri no kioku! Kienai Hisako, kienai urami!" ''(Indelible Hisako, tomb of flame! Revenge! Prayer of revenge! Smoke! The smoke of memory! Indelible Hisako, indelible grudge!)''
** Arbiter's theme has Ominous ''Sangheili'' Chanting, provided by Celldweller himself.
* TheOmniscientCouncilOfVagueness: Ultratech. It doesn't count now that ARIA's in the game.
* OverdrawnAtTheBloodBank: KI 2013. Any one hit results in a enough sprayed blood to make a puddle on the ground. Keep in mind that every character has the potential to make fairly long combos...

to:

* MickeyMousing: Ultras in KI 2013 are now punctuated by music, where each hit in the combo is accompanied by a note. The beat is different for each character, and the song is different for each stage. Also, even as you're cycling through the options in the pause and post-fight menus, every tick of the directional plays a note of the KI theme.
* MultipleEndings: Depending on who you did or didn't let live (and in Glacius' case, if his ship is still intact), it can cause different ending scenes to play out at the end of the game in ''[=KI2=]''. These came back in Season One's Arcade Mode.
* NakedPeopleAreFunny: One of Orchid's finishing moves has her flashing her opponent, causing a comedic overreaction.
* NightmareFace: [[spoiler: Or lack thereof, in ARIA's case.]] Hisako's GameFace, too, is the stuff of nightmares.
* OhCrap: In the third game, some Ultimates, such as Thunder's, Hisako's, and Kilgore's, show the fighter on the receiving end making this type of face as they realize what the opponent is about to do.
* OminousLatinChanting: Not actually Latin, but still, some character themes count:
** Spinal's theme in KI 2013 has Ominous Swedish Chanting, taking on the form of a ritual to summon the skeletal swordsman to their side.
--->"Vi ber till dig, Spinal, lämna din kropp! Bli våran hövding, ta till vapen! Skänk oss din styrka vid denna strid! Vakna, vakna, mäktiga Gud!" ''(Spinal, we ask you to leave your body! Become our chieftain, take up arms! Grant us your strength in this battle! Awaken, awaken, mighty god!)''
** Aganos' theme in KI 2013 has the chanting in Greek...
--->"Μάχη! Πόλεμος! Νίκη! Πόνος! Δίκη! Πόλεμος! Τρόμος παντού!" ''(Battle! War! Victory! Pain! Trial! War! Terror everywhere!)''
** ...and Hisako's, somewhat obviously, is in Japanese.
--->"Kienai Hisako, honoo-en no haka! Fukushū, fukushū no inori! Kemuri, kemuri no kioku! Kienai Hisako, kienai urami!" ''(Indelible Hisako, tomb of flame! Revenge! Prayer of revenge! Smoke! The smoke of memory! Indelible Hisako, indelible grudge!)''
** Arbiter's theme has Ominous ''Sangheili'' Chanting, provided by Celldweller himself.
* TheOmniscientCouncilOfVagueness: Ultratech. It doesn't count now that ARIA's in the game.\n* OverdrawnAtTheBloodBank: KI 2013. Any one hit results in a enough sprayed blood to make a puddle on the ground. Keep in mind that every character has the potential to make fairly long combos...



* PlayEveryDay: In the Shadow Lords mode in the 2013 game you get bonus items and resources for playing the single player and multiplayer portions each day.
* PowerGlows: Each character in KI 2013 has their own way of showing when they have full Instinct meter, many being some form of this.
* PreRenderedGraphics: The original arcade version featured pre-rendered backgrounds, sprites, and ending cutscenes.



* RecycledTitle: The 2013 game is called ''Killer Instinct'', not ''Killer Instinct 3'', being a ContinuityReboot.
* RevenueEnhancingDevices: In the 2013 game, half of the purchases of the character Kilgore (worth $10USD) go towards the ''KI Ultra Tour'' prize pools.



** KI 2013 is known for its incredibly detailed backgrounds and characters, fitting for a next gen game, with no graphical slowdown. Chief Thunder's stage (the rain, in particular) and Glacius' stage are specific things critics like to talk about when praising its graphics.
*** Aganos' stage sets the new record for SceneryPorn on a single stage. An island rising from the ocean, ancient columns and sculptures being restored and war golems coming to life, that's what makes the stage gorgeous.
*** A graphics update in Season 3 relights all the stages, further enhancing the overall visual style, such as making the fire effects in Glacius' stage more prominent.
* TheSmurfettePrinciple: Retroactively defied in the original game. Originally Orchid seemed like the only female character on the cast but later on it was revealed that Riptor was probably female in the original game and definitely is in the 2013 game.



* SpritePolygonMix: More noticeable in Killer Instinct Gold, and EVEN MORE noticeable when you knock your opponent off Jago's stage - the sprite will stay there as if it suddenly decided to lie down on the bridge!
* StageFatality:
** In the first game, Cinder, Orchid and Spinal's stages are buildings where the loser can be knocked off the edge. The Sky Stage can be fallen off of from either side regardless of health. Eyedol has a unique stage fatality (and a different death cinematic) if he's knocked off the lava bridge instead of punched out on his feet. A popular UrbanLegendOfZelda maintained that Thunder's stage contained a a stage fatality; it didn't.
** In the second game, Orchid and Kim Wu's stages are buildings where the loser can be knocked off the edge. The loser in Spinal's stage can be knocked off his ship into the sea on the left side. Sabrewulf's stage has a well the loser can be knocked into if one of the fighters is first knocked through the nearby wall during the bout. Tusk's stage has a flaming pit in the center, and Jago's stage is a bridge that the loser can be knocked off of at any part''except'' either end. Gargos' stage can also have the loser knocked off in any spot, including Gargos himself [[spoiler:(you can only defeat him this way; normally depleting his life bar won't cut it)]]. The Sky Stage makes a return.
** ''Gold'' has all of the above and adds a finisher to T.J. Combo's stage, where the loser can be knocked into train tracks on the background just before the train runs by.
** In the third game, T.J. Combo, Kan-Ra, Aganos, Hisako, ARIA and Arbiter's stages contain environment-specific finishers triggered by ultra combos.
* SuperMode: In the 2013 game, each character has a character-specific trait called "Instinct Mode", where they can gain different buffs that aid their playstyle (such as Thunder gaining an invincible, longer dash that allows him to rush in and grab his opponent without having to worry about being hit). It also grants the universal effects of instant cancellation and knockdown value reset if popped during a combo.
* SurplusDamageBonus: The 2013 game enforces this by allowing players to continue their combos even if they kill their foe, and allowing that continued combo to even gain meter. This extra meter allows such things like [[TheresNoKillLikeOverkill using one Ultra Combo, then activating Instinct Mode to reset the combo, and then gaining enough meter to make another Ultra Combo]].
* TacticalRockPaperScissors - The proper combo breaker to use depends on the strength of the combo's initial attack.

to:

* SpritePolygonMix: More noticeable in Killer Instinct Gold, and EVEN MORE noticeable when you knock your opponent off Jago's stage - the sprite will stay there as if it suddenly decided to lie down on the bridge!
* StageFatality:
** In the first game, Cinder, Orchid and Spinal's stages are buildings where the loser can be knocked off the edge. The Sky Stage can be fallen off of from either side regardless of health. Eyedol has a unique stage fatality (and a different death cinematic) if he's knocked off the lava bridge instead of punched out on his feet. A popular UrbanLegendOfZelda maintained that Thunder's stage contained a a stage fatality; it didn't.
** In the second game, Orchid and Kim Wu's stages are buildings where the loser can be knocked off the edge. The loser in Spinal's stage can be knocked off his ship into the sea on the left side. Sabrewulf's stage has a well the loser can be knocked into if one of the fighters is first knocked through the nearby wall during the bout. Tusk's stage has a flaming pit in the center, and Jago's stage is a bridge that the loser can be knocked off of at any part''except'' either end. Gargos' stage can also have the loser knocked off in any spot, including Gargos himself [[spoiler:(you can only defeat him this way; normally depleting his life bar won't cut it)]]. The Sky Stage makes a return.
** ''Gold'' has all of the above and adds a finisher to T.J. Combo's stage, where the loser can be knocked into train tracks on the background just before the train runs by.
** In the third game, T.J. Combo, Kan-Ra, Aganos, Hisako, ARIA and Arbiter's stages contain environment-specific finishers triggered by ultra combos.
* SuperMode: In the 2013 game, each character has a character-specific trait called "Instinct Mode", where they can gain different buffs that aid their playstyle (such as Thunder gaining an invincible, longer dash that allows him to rush in and grab his opponent without having to worry about being hit). It also grants the universal effects of instant cancellation and knockdown value reset if popped during a combo.
* SurplusDamageBonus: The 2013 game enforces this by allowing players to continue their combos even if they kill their foe, and allowing that continued combo to even gain meter. This extra meter allows such things like [[TheresNoKillLikeOverkill using one Ultra Combo, then activating Instinct Mode to reset the combo, and then gaining enough meter to make another Ultra Combo]].
* TacticalRockPaperScissors -
TacticalRockPaperScissors: The proper combo breaker to use depends on the strength of the combo's initial attack.



** KI 2013 is back to the original system of strength-based combo breakers. Failing to choose the correct one results in a "lockout", preventing combo breakers for a few seconds. Like the second game, however, the visual cue for the proper breaker is recognizable regardless of the player's knowledge of the attacking character's mechanics.
* TakeThat: Eyedol's ending is clearly inspired by Blanka's ending in StreetFighter II.
* TheresNoKillLikeOverkill: The 2013 release gives players the ability to chain an Ultra Combo into another combo, which in itself can lead into another Ultra Combo. Since the opponent is basically knocked out before you can perform an Ultra, this is basically just for eye candy, racking up a high hit count (skilled players can easily go over ''[[https://www.youtube.com/watch?v=jj_AyUKLeno 1,000 hits]]''), showing off and needless [[Franchise/MortalKombat brutality]]. On the other side, more merciful players can perform the ultra combo ender early to end the opponent's suffering.



* TrainingStage: ''KI 2013'' has a training stage which is unavailable for versus play, but to make up for that, one can make it play the entire album from the first ''Killer Instinct'', ''Killer Kuts''.



* VariableMix: The music in 2013 changes in accordance to what's happening in the fight. For example, if you idle, the music becomes more passive; if something exciting happens, like a counter breaker, the music becomes more intense. An example of it [[https://www.youtube.com/watch?v=LQmkSWPhlNE can be seen here.]] The [[https://www.youtube.com/watch?v=oShhGi0cwh4 Ultras]] also have MickeyMousing.

to:

[[/folder]]

[[folder:Killer Instinct]]
* VariableMix: AIBreaker: You can easily beat Fulgore by dashing in, stopping just out of reach, and jumping back until he tries to uppercut you, then countering over and over.
* ArcadePerfectPort: As for the presentation:
The music in 2013 changes in accordance all-black cartridge was pretty badass. (''{{VideoGame/DOOM}}'' was pretty amazing as well; one of only two blood-red carts, the other being ''ComicBook/MaximumCarnage''.) It was basically ''Mortal Kombat'' but with ''VideoGame/DonkeyKongCountry'' TwoAndAHalfD graphics: they rendered some 3D graphics that the SNES isn't capable of producing on its own, then screenshotted them to what's happening make sprites that the SNES can draw. So, was the SNES version a good port? The models were grainer, and the cool fireball glowing effects were gone. The "3D" levels like Orchid's rooftop were flattened and the {{Ring Out}}s were changed... It was a little ''too'' ambitious for the SNES and it shows, especially 20 years later. But in the fight. summer of '94, it was a good conversion. ''KI'' was going to be the flagship "Ultra 64" game; the tease for the imminent UsefulNotes/Nintendo64. Nintendo were advertising CGI cutscenes for ''Killer Instinct'' that wouldn't come to fruition until the console's release two years later. ({{Creator/Sony}} pulled a similar trick with UsefulNotes/PlayStation, by the way: kids were standing in crowds three-deep to watch the intro to ''VideoGame/FinalFantasyVII'' playing on a loop at Gamestop, years before the game was released.) ''KI'' on SNES was Nintendo's apology for the long-overdue [=N64=].
* {{Cap}}: You can do up to 80 hits in a single combo, except for Ultra Combos, which could ''easily'' break into the triple digits.
* DownerEnding: Riptor and Fulgore endings. In the former, the humanity is wiped out (even [[HoistByHisOwnPetard Ultratech]]) and the earth is ruled by Dinosaurs again. In the latter, [[TheBadGuyWins Ultratech successfully starts to mass product a new Fulgore generation]]. (No wonder Fulgore was the penultimate opponent of single-player).
* EarlyInstallmentWeirdness: No one touches the original SNES/Arcade games anymore, which have a really wacky combo system: More than half the special moves hit multiple times, so you have to chain them together with regular attacks.
* {{Feelies}}: The game was released with a soundtrack album, ''Killer Cuts''.
* GameBreakingBug: Both Cinder and Eyedol had, as the result of bugs, infinite hit combos. Cinder's however, could be done at any time during a match, completely shutting out the opponent and guaranteeing Cinder the win once the timer ran down.
* HoistByHisOwnPetard: Ultratech in Riptor's ending. Riptor reproduction goes out of control, killing all humans.
* IdiosyncraticComboLevels: Triple, Super, Hyper, Brutal, Master, Awesome, Blaster, Monster, King, Killer. Above that, there's two types: [[FinishingMove Ultimate Combos]] and '''[[NoHoldsBarredBeatdown ULTRAAAAAAAAA COOOOOOMBOOOOOOOOOS!]]'''
* ImMelting: In the Arcade version, if you finish off Glacius with Riptor's Acid Spit or Chief Thunder's Lighting Bolt No Mercy moves, Glacius will melt into oblivion.
* KabukiSounds: On the special limited edition ''Killer Cuts'' CD that came with the SNES port, Jago's theme "Do It Now!" features the "Yoo~ooh!" voice.
* NakedPeopleAreFunny: One of Orchid's finishing moves has her flashing her opponent, causing a comedic overreaction.
* PreRenderedGraphics: The original arcade version featured pre-rendered backgrounds, sprites, and ending cutscenes.
* TheSmurfettePrinciple: Retroactively defied in the original game. Originally Orchid seemed like the only female character on the cast but later on it was revealed that Riptor was probably female in the original game.
* StageFatality: Cinder, Orchid and Spinal's stages are buildings where the loser can be knocked off the edge. The Sky Stage can be fallen off of from either side regardless of health. Eyedol has a unique stage fatality (and a different death cinematic) if he's knocked off the lava bridge instead of punched out on his feet. A popular UrbanLegendOfZelda maintained that Thunder's stage contained a a stage fatality; it didn't.
* TakeThat: Eyedol's ending is clearly inspired by Blanka's ending in ''VideoGame/StreetFighterII''.
[[/folder]]

[[folder:Killer Instinct 2/Gold]]
%% (ZCE) * AutobotsRockOut: Gargos's stage theme.
* {{Cap}}: You can do up to 80 hits in a single combo, except for Ultra Combos, which could ''easily'' break into the triple digits.
* ChargedAttack: In addition to the breakers, this game also had a more traditional super meter, but the easiest way to charge it was performing combo breakers.
* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of Ultratech (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various {{handwave}}s have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]
* DoesNotLikeShoes: Maya is a barefoot savage.
* DownerEnding: Since the game introduced the concept of MultipleEndings, depending on which specific character you finish off in specific ways, you may get this for your character.
For example, if you idle, have Orchid kill [[spoiler:Jago]] (same if you kill Orchid with [[spoiler:Jago]]) in 2.
* {{Feelies}}: ''KI Gold'' had its own soundtrack CD called ''Gold Cuts''.
* GuideDangIt: In order to win,
the music becomes more passive; if something exciting happens, like a counter breaker, final hit on Gargos must launch him into the music becomes more intense. An example air. If it doesn't, his health bar will hit zero but he won't go down until he's knocked off his feet, and the player will still lose if the timer runs down.
* IdiosyncraticComboLevels: Triple, Super, Hyper, Brutal, Master, Awesome, Blaster, Monster, King, Killer. Above that, there's two types: [[FinishingMove Ultimate Combos]] and '''[[NoHoldsBarredBeatdown ULTRAAAAAAAAA COOOOOOMBOOOOOOOOOS!]]'''
* MultipleEndings: Depending on who you did or didn't let live (and in Glacius' case, if his ship is still intact), it can cause different ending scenes to play out at the end
of the game.
* SpritePolygonMix: More noticeable in Killer Instinct Gold, and EVEN MORE noticeable when you knock your opponent off Jago's stage - the sprite will stay there as if
it [[https://www.youtube.com/watch?v=LQmkSWPhlNE suddenly decided to lie down on the bridge!
* StageFatality:
** Orchid and Kim Wu's stages are buildings where the loser
can be seen here.]] knocked off the edge. The [[https://www.youtube.com/watch?v=oShhGi0cwh4 Ultras]] loser in Spinal's stage can be knocked off his ship into the sea on the left side. Sabrewulf's stage has a well the loser can be knocked into if one of the fighters is first knocked through the nearby wall during the bout. Tusk's stage has a flaming pit in the center, and Jago's stage is a bridge that the loser can be knocked off of at any part''except'' either end. Gargos' stage can also have MickeyMousing.the loser knocked off in any spot, including Gargos himself [[spoiler:(you can only defeat him this way; normally depleting his life bar won't cut it)]]. The Sky Stage makes a return.
** ''Gold'' has all of the above and adds a finisher to T.J. Combo's stage, where the loser can be knocked into train tracks on the background just before the train runs by.
* TacticalRockPaperScissors:
** Complaints about the ridiculousness of this (it takes master-level knowledge of every character to recognize what button to do the breaker with) led to a simpler system in the second game, where punch breaks kick and vice-versa. Unlike in the first game, maneuvers in combos will always match the button being used as a blink-and-you-miss-it visual cue for the victim; a punch input results in the character performing a punch, even if it's not the punch that button does outside of combos.
** Also in the second game, every character can open a combo with most basic attacks, standing or jumping in. However, every character also has three special moves that are specifically meant to open combos, often more damaging and easier to work with than the basic punches and kicks. The weakness of the special-move openers is that they function on a literal rock-paper-scissors mechanic, and no matter which two characters are facing off, one character's specific opener will ''always'' trump someone else's specific opener.
[[/folder]]


!!This series has examples of:

* TwoAndAHalfD: The 2013 reboot features real time 3D rendered characters and stages but 2D gameplay.
** Also, in the old games, while the stages rotated freely, characters could only move in 2D under their own power. There was no sidestep command, and they only entered the Z-axis when being hit with certain attacks.

to:

!!This series has !!''Killer Instinct'' and ''Killer Instinct 2'' provide examples of:

* TwoAndAHalfD: The 2013 reboot features real time 3D rendered characters and stages but 2D gameplay.
** Also, in the old games, while
While the stages rotated freely, characters could only move in 2D under their own power. There was no sidestep command, and they only entered the Z-axis when being hit with certain attacks.



* AllegedlyFreeGame: The 2013 game can be downloaded for free, but has a single playable character that rotates on a regular basis (with Jago being the free character at launch). The remaining cast can be downloaded individually, or can be bought all together in a single purchase. Buying the characters individually also discounts the cost of each individual character so that players who purchase characters individually never pay more than those who buy the full pack of characters.
** The Steam and Definitive versions of the game drop the pretense completely, giving you all the characters, and virtually everything free. The only things that can still cost in game currency are the unlocks you get for levelling up characters.



** When you perform two Ultras in your finisher in the UsefulNotes/XboxOne game, you get an extended "'''ULTRAAAAAAAAAAAAAAAAAAAAAAAA!!!"''' cry.
** With the new mechanics in the Xbox One game, the announcer gets a few more screams to his repertoire - '''LOCKOUT!''', '''SHADOW COUNTER!!''', '''COUNTER BREAKER!!!''' - as well as a new set of "titles" for combos.



** Just about every song in the Xbox One game has some form of metal undertone to it, and the ones that don't (I'm Back (To Rise), .execute, and Temperance and Vengeance being among them) take their respective genres so far past eleven that you can't help but get pumped.

Added DiffLines:

[[caption-width-right:300:C-C-C-C-COMBO BREAKER!]]

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