Definitions/Explanations


Power Bar

The power bar are the wierd, almost rectangular boxes under your life bar. When the match begins, unless you have Full Super Power on, you have no boxes. As the fight goes on, the power bar begins to fill up; blocks appear then get filled in with a color. First you get one black box. Then it turns pink. Then another black box, pink, and so on until there six pink blocks. Then, it goes back and fills up each pink block with yellow ones. When the whole bar is full it flashes pink and yellow.
There are several ways to get this bar filled up, though it doesn't happen just for time elapsing. You get more blocks/color when you perform a combo breaker, get hit, when your opponent blocks your combo, you perform four super linkers in a combo, perform a pressure combo, and more. Some characters, i.e. Spinal, can take some of your power and put into their own bar.


Special Moves

Every character has about five or more special moves. These moves require you perform some sort of motion and/or button presses on your controller in a continous motion. Special moves do not take anything from your power bar and can be done as many times as you want to do them during a match.
Most special moves also serve as most of the Combo Enders. Usually four of a character's special moves are four out of the five Combo Enders.
Special Moves can be blocked. However they still cause 1/10th of the damage that it would have caused without blocking.


Super Moves

Super moves are like Special Moves except that they cause, if the first hit connects, unblockable, multiple hits and are much stronger. However, Super Moves require blocks out of your Power Bar. Each different Super Move requires a different amount, usually between three and the maximum of six. The ones requiring six are usually Super Linkers or Ultra Buffers.
Super Moves can be used for:

The Damage Factor Linkers
Recovery Moves Starters
Ultra Buffers Enders
Ultra Breaker Life Replenisher

While Super Moves are capable of all the above uses not every character has every use available to them. See the individual character profile of the character you are interested in.


Shadow Moves

Shadow moves are Super Moves which, when executed, leave a trail of shadows behind your character. All Shadow Moves are Combo Openers and Combo Linkers and take six power blocks from your Power Bar.
When a Shadow Move is performed and the combo is continued, the shadow will trail for the rest of the combo. Also, if you perform a Shadow Move at the beginning of a combo the Super Linker which corresponds to the same button and motion (mainly for Jago) can be done by the simple Special Move motion, not the full Super Move motion.
For example:

Jago - Shadow Move, AD, Windkick Linker, AD, Ender.

The Windkick Linker is the normal Windkick with MK but becuase of the Shadow Move Opener, Jago will perform the Super Windkick instead, which will give you five free hits for the linker.


Recovery Move

Whenver you get knocked down on the ground, you will be able to perform a Recovery Move. The Recovery Move will get you up off the ground a lot sooner than you normally would, however, they can be countered; there is a small window of time that will leave you open for an opponent's attack. This varies from character to character, too.


Pressure Move

Pressure Moves perform two automatic hits, if standing close enough. The second motion for each character reaches farther than the first, usually, therefore only the farther reaching move might hit. In this case, it will not count as a Pressure Move.
Every character has a Pressure Move. This move can also be used as Autodoubles, to juggle the opponent, or to begin Pressure Combos.


Transition Moves

Transition Moves are moves that can be performed while your character is still in his instial move animation.
For example:

TJ Combo - Powerline, then, while he's running, perform the Rollercoaster.

TJ Combo will begin running at his opponent like a normal Powerline, then drop to the floor and do the Rollercoaster in one smooth animation.


Throws

Throws are performed when you are extremely close to your opponent. You may also perform a throw combo after an AD which will set you opponent up for and easy Air Juggle becuase Combo Throws don't throw your opponent as far as he or she would just standing there. Throws and Combo Throws can be reversed. Even Throw Reversals can be reversed.
Every character has a throw and reversal except for Fulgore, who has neither.


Ultra Breaker

You need six power blocks to perform the Ultra Breaker. You must perform the Ultra Breaker during the first four hits of your opponents Ultra Combo in order to break the Ultra. This move


Mini Ultra Combo

Mini Ultra Combos are performed just like Ultra Combos, but are done when the first, green life bar of your opponent runs out. The Mini Ultra Combo can only be done if you are in a combo which brings your opponents life to 0%. End this combo with the Mini Ultra to perform it.
You must have done at least one combo ender during the match to perform the Mini Ultra Combo.


Ultimate Combo

Ultimates are done at the end of a combo when your opponents life bar is flashing red just like the Ultra. Your character will perform his or her animation that will take away all life from the opponent by performing a special, character-specific death sequence.
The Ultimate Combo cannot be broken.


Out of Combo Ultimate

Out of Combo Ultimate is the official name for what loyal KI fans call the No Mercy. See No Mercy for details on the Out of Combo Ultimate.


No Mercy

The official name of the No Mercy is now Out of Combo Ultimate, but all the loyal KI fans can call it No Mercy.
You can perform the No Mercy anywhere on the screen while your opponents life bar is flashing red. However, most, but not all, characters' No Mercy moves require you to be a certain distance away to do their No Mercy.
Your character, if the No Mercy is not blocked, which can be easily done just by holding back to do a simple block, will kill the opponent with a special animation. When a No Mercy is blocked, it usually leaves the character who tried the No Mercy to be stuck in the initial animation of the No Mercy for a few seconds, so if that's not you, take advantage of their incapacity.
You can also perform No Mercies in a combo, and when in a combo, they cannot be broken.


Counters

Counter moves work just like the Rock-Paper-Scissors game. If a character performs a special move you can counter it with one of your special moves. (Counter, as in you can perform your counter just a little bit after your opponent performs the special move and your special move while override their's.)
When a special move is countered, while the move is being countered, a yellow spark breifly flashes to show that the move was countered.
For example:

TJ Combo TJ Tremor (Scissors) ‹counters› Spinal's Skull Scrape (Paper)

You ROCK PAPER SCISSORS
Opponent Scissor Rock Paper

Parry Moves

Parry moves will stop your opponents over the head attack or most fierce punches and kicks that they do. To do a parry move hold Back QP to use your parry move. There will a slight pause and a yellow spark (the same yellow spark that occurs when a special move is countered) and gives you a slight moment of time to start a combo or perform an instant dizzy.


Stage Knockoffs

Jago knocks off JagoMost levels in KI Gold have points in the stage where you can knock your opponent out of the stage or into the background somehow. Any move that sends your opponent, or you for that matter, into the air, usually a combo ender of some kind, at the right spot in a level, will knock off your opponent, or yourself.
The knockoffs have been improved from the original KI, but still lack something. The sprite-way of rendering the characters doesn't help the knockoffs visually, definetely.

Stage Knockoff Point(s)
Wolf Castle (Sabrewulf) Extreme right of the balcony (must breakt through wall first)
Stonehenge (Tusk) Directly over the top lava pit (very difficult to get the exact spot)
Jungle (Maya) ?
Dojo (Kim Wu) Left or Right
Museum (Fulgore) none
Space Ship (Glacius) none
Helipad (Orchid) Extreme right or left of roof
Street (TJ Combo) Railroad tracks
Bridge (Jago) Anywhere
Dungeon (Gargos) Anywhere
Ship (Spinal) Extreme right or left of ship
Street (Orchid from KI) none
Sky Stage Any side