Killer Instinct (Super NES) – Chief Thunder

Killer Instinct was developed by Rare and published by Nintendo for the Super NES in 1995.

Important note: Luck manipulation was used to avoid Combo Breaker by the CPU. At the highest difficulty level, the CPU, especially the last three (Spinal, Fulgore and Eyedol) will often break a combo at anytime during said combo.

Chief Thunder playthrough

Chief Thunder is the mystical defender of his Native Americans tribe. In a previous Ultratech tournament, his younger brother, Eagle, entered it to discover secrets of his tribe that Ultratech would have kept. However, he failed to come back and thus, Chief Thunder enter the current tournament to find him back.

The Chief can take advantage of the CPU as it has a tendency to not block the third hit of the Triplax move, which allows Thunder to start a combo. The special move also has an unusual quick recovery, allowing it to be performed up to five times until it knockdown. This easily allow Thunder to perform as up as a 17 hits Killer Combo. He can also easily start a combo with a crouching or jumping fierce kick followed by a Triplax.

The Chief can take advantage of the CPU as it has a tendency to not block the third hit of the Triplax move, which allows Thunder to start a combo. The special move also has an unusual quick recovery, allowing it to be performed up to five times until it knockdown. This easily allow Thunder to perform as up as a 17 hits Killer Combo. He can also easily start a combo with a crouching or jumping fierce kick followed by a Triplax.

As a side note, Thunder doesn’t perform his iconic chant at the end of the Ultra Combo like he does in the arcade original.

TAS tools were used in this playthrough.

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