Killer Instinct (Super NES) – Eyedol

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.

Eyedol playthrough

Eyedol is famously known as Ultratech’s trump card. Should everything go wrong in the tournament, including the defeat of the first Fulgore prototype, Ultratech would send Eyedol as a last resort. In a process once again shrouded in mystery, Ultratech managed to bring this ancient warlord from Limbo to fight the finalist of this year’s tournament.

Eyedol is the final boss of the game. When beating the game at the highest difficulty level, one of the ending screens will show the correct steps to use to play as him. To be able to do so, the player must choose Cinder and hold the right directional button. Then, at the vs page, the player must still hold right and press L, R, X, B, Y and A. As soon as the last button is pressed, the announcer will say Eyedol’s name. The cheat needs to be done before each match. The player Eyedol will always have the brown palette (the same as the arcade one) while the CPU will have a green palette.

Eyedol is a motion character. His main rushing technique is the Horn Charge, charging with his two heads toward the opponent. With his mace, he can perform a Swing that launch the opponent and deflect projectiles. He also has a green fireball projectile. One of the unique abilities of Eyedol is his passive special move where he stomps his hoof on the ground, shaking the screen. During that moment, he is able to do either a very fast version of his Horn Charge moves or shoot three fireballs back-to-back. He can also cancel this move at anytime.

As a boss character, Eyedol basic controls are different from the playable character. He cannot crouch (though he can block move that would otherwise require him to crouch). Jumping cause, him to either leap toward his opponent and stomp him for a hit or goes backward, both in an arc. During the time he is in the air, however, he can’t perform any moves and is vulnerable. He can also do this kind of jump as a special move, where the player can control if he goes in front, straight up or behind. His only crouch move is identical to the stomp move he does airborne but is instead done on the ground. He performs the move faster with the quick punch or kick than the fierce version. He doesn’t have any finishing moves, but he can knock his opponent down in Cinder, B. Orchid and Spinal’s stage. The same can also happen to him. Just like CPU Eyedol, it’s possible to be at the danger sequence (where the screen flash red) but every finishing move is disabled, making it impossible to perform a Danger Move or a Humiliation.

The playable version of Eyedol has a few differences from the CPU controlled one. The most notable is that while stomping the ground, the CPU Eyedol will regain health, while the player will not. The other difference is that he can perform the Mega Horn Charge and Triple Fireball move at anytime while the player needs to be in stomping mode before performing these.

Eyedol can be very powerful against the CPU, but will need timing as he can’t crouch and his jump isn’t a reliable way to escape most moves. His Mace Swing move is an anti-all move. If done around the same time as his opponent’s special move or after, Eyedol will always have the priority. His ability to deflect projectile also grant him projection. However, he needs to perform the move with precise timing in triple projectile case or use the triple fireball move. His quick punch/kick ground stomping is very fast and can stun his opponent in 2 or 3 hits, allowing him to perform a free combo. In stomp mode, his Mega Horn Charge and Triple Fireball move are also incredibly strong.

As a side note, Eyedol’s ending is a parody of the ending Blanka had in the Street Fighter II series and is obviously not to be taken seriously.

TAS tools were used in this playthrough.

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