Killer Instinct
464 Achievements
4,935
354-432h
PC
Spinal Master
You have reached 150 Fight Challenges with Spinal!
10
0.14%
How to unlock the Spinal Master achievement in Killer Instinct - Definitive Guide
With the update to Season 2, the fight title view has been reset to zero. However, no progression was lost. If you started the game and made progress prior to Season 2, those fight titles will still count towards the achievement, making this easier for those people.
All control inputs will be listed with default controls. P means any punch and corresponds to , , or . K means any kick and corresponds to , , or . 2x means to hit any two of them.
When trying to boost this, it largely comes down to grinding the same activity. If it starts getting old, switch out to a different title. If you're just getting started, I have a preferred combo that works on multiple titles at once:
+, , , +
This works on Bone Shaker (Special 3), Autos, Manuals, Combo Hits, and Combo Enders. You can replace the opener with + to work on Soul Sword (Special 2) instead. Alternately, you can leave the ending Searing Skull off and put more work towards the other four.
FIGHT TITLES
Ranked
Survival
Versus
Exhibition
Playing in these modes adds to the total. With the exception of Survival, you do not need to win in order to gain progress. With Survival, it's ideal to wait until there's a Survival trial available, then go as far as you can on Beginner difficulty.
Supreme Victories
A Supreme Victory is winning without losing a single lifebar. Boost with a friend or play on Beginner difficulty.
Aerial Attacks
If boosting, you get the most out of +.
Searing Skull (Special 1) - +P with Skull
For this to count, you must use the skull version. To get skulls, you either need to throw your opponent with [cn_X+, absorb special moves with +, or finish a combo with +P. Using it as a Combo Ender does not credit this title.
If boosting with a partner, have them crouch block, then use + to work on Overheads at the same time.
Soul Sword (Special 2) - +P
Spinal's anti-air. Again, this only counts as a standalone move or Combo Opener; Linkers and Enders don't add to this. See the preferred combo at the top for a way to work on multiple titles at once.
Boneshaker (Special 3) - +K
See Special 2 and the preferred combo above, they're interchangeable.
Autos
The requisite hits necessary to keep a combo flowing. This one's not very important to grind, as the numbers will get into the high hundreds before you realize it. Otherwise, you'll want to open a combo, but never actually finish it in order to preserve the opponent's health bar.
Manuals
Generally a royal pain, but Spinal's can be obtained via button mashing. Preferred combos are +, , or +, , . The video at the bottom demonstrates how easy this is and shows button inputs to prove button mashing. The video was recorded in Season 1, but has been tested and confirmed to still work in Season 2.
Combo Hits
Like Autos, this is just straight numbers that will happen once you start playin the game in earnest. Getting this into the thousands without realizing it is normal.
Combo Breakers
To break a combo, you must hit the corresponding attacks during an opponent's auto. For instance, if they hit with the auto, press + to break the combo. See Dojo 12 for more details.
• With a boosting partner: Meet up in Exhibition and communicate in advance which strength auto to use. I prefer medium strength as it doesn't result in a throw too soon. As soon as the autos start, break the corresponding way.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite, and choose Sadira as your opponent. Back yourself into a corner and 95% of the time, she'll use her aerial special. If you don't block it, she'll follow up with a heavy attack, so use + to break the combo. Most of the time, she goes right back to the aerial attack.
Counter Breakers
A counter breaker is anticipating a combo breaker by pressing + during your own combo. If the opponent tries to combo break, you break that and get to continue your combo.
• With a boosting partner: Meet up in Exhibition, it won't matter which type of combo breaker they try to use. Open your combo, then press + to start the counter breaker. They should try to combo break while you do that.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite. When you land a Combo Opener, immediately press + instead of an auto. I've found that about 60% of the time, they try to combo break as soon as you do that.
Combo Enders
Convert that potential combo damage into real damage! The following are Spinal's combo enders:
• Boneshaker - +. Does not count for Special 3.
• Soul Sword - +. Does not count for Special 2.
• Skeleport - +.
• Searing Skull - +: My preferred ender, gives you skulls depending on the level of combo you reached. Does not count for Special 1.
• Shadow Skeleport - +2xK. Counts for Shadow Moves.
• Shadow Searing Skull - +2xP. Unlike normal, this doesn't give you skulls. Counts for Shadow Moves.
Throws
+ or throws. While this gives you skulls, if boosting, this is not the best way to get them.
Overheads
Opponent must be crouch-blocking in order for these to count.
• + is the quickest way and results in roughly 50 overheads per match.
• Get skulls and use +. Counts for Special 1 as well.
Juggle Hits
• Ultra provides juggle hits
• Shadow Skeleport (+2xK) as a Combo Ender.
Blocks
• With a second controller: Set time to infinite, player 2 is ideally Orchid. Have something hold the control stick to block, like a rubber band. With Orchid facing left, use + for a multi-hit attack that moves forward. Using special moves, like +, slowly chips at the health bar, which also builds Instinct.
• With a boosting partner: Get in an exhibition match preferably, though a lobby works. Same idea, have them use a multi-hit attack that moves forward like Orchid or Fulgore. Since they won't be getting credit unless they connect, it doesn't matter who they use.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite, and choose Sadira as your opponent. Back yourself into a corner and 95% of the time, she'll use her aerial special, which will chip away at your health, but count as a block.
Shadow Moves
Self explanatory. If boosting, get skulls and block a bunch of normal attacks. Connect with both Shadow Moves, then use Searing Skull (+P) to siphon your opponent's Shadow meter. Do not use Shadow Searing Skull! This siphons Instinct meter instead.
Instinct Mode
If boosting, make sure your opponent beats on you enough so that you can both activate Instinct Mode. Be aware that Instinct Mode gives you regularly regenerating skulls, which can be used to boost Special 1.
Ultras
With your opponent in Danger Mode, use + in a combo. Try to finish every victory with an Ultra. Also adds to Combo Hits and Juggle Hits.
All control inputs will be listed with default controls. P means any punch and corresponds to , , or . K means any kick and corresponds to , , or . 2x means to hit any two of them.
When trying to boost this, it largely comes down to grinding the same activity. If it starts getting old, switch out to a different title. If you're just getting started, I have a preferred combo that works on multiple titles at once:
+, , , +
This works on Bone Shaker (Special 3), Autos, Manuals, Combo Hits, and Combo Enders. You can replace the opener with + to work on Soul Sword (Special 2) instead. Alternately, you can leave the ending Searing Skull off and put more work towards the other four.
FIGHT TITLES
Ranked
Survival
Versus
Exhibition
Playing in these modes adds to the total. With the exception of Survival, you do not need to win in order to gain progress. With Survival, it's ideal to wait until there's a Survival trial available, then go as far as you can on Beginner difficulty.
Supreme Victories
A Supreme Victory is winning without losing a single lifebar. Boost with a friend or play on Beginner difficulty.
Aerial Attacks
If boosting, you get the most out of +.
Searing Skull (Special 1) - +P with Skull
For this to count, you must use the skull version. To get skulls, you either need to throw your opponent with [cn_X+, absorb special moves with +, or finish a combo with +P. Using it as a Combo Ender does not credit this title.
If boosting with a partner, have them crouch block, then use + to work on Overheads at the same time.
Soul Sword (Special 2) - +P
Spinal's anti-air. Again, this only counts as a standalone move or Combo Opener; Linkers and Enders don't add to this. See the preferred combo at the top for a way to work on multiple titles at once.
Boneshaker (Special 3) - +K
See Special 2 and the preferred combo above, they're interchangeable.
Autos
The requisite hits necessary to keep a combo flowing. This one's not very important to grind, as the numbers will get into the high hundreds before you realize it. Otherwise, you'll want to open a combo, but never actually finish it in order to preserve the opponent's health bar.
Manuals
Generally a royal pain, but Spinal's can be obtained via button mashing. Preferred combos are +, , or +, , . The video at the bottom demonstrates how easy this is and shows button inputs to prove button mashing. The video was recorded in Season 1, but has been tested and confirmed to still work in Season 2.
Combo Hits
Like Autos, this is just straight numbers that will happen once you start playin the game in earnest. Getting this into the thousands without realizing it is normal.
Combo Breakers
To break a combo, you must hit the corresponding attacks during an opponent's auto. For instance, if they hit with the auto, press + to break the combo. See Dojo 12 for more details.
• With a boosting partner: Meet up in Exhibition and communicate in advance which strength auto to use. I prefer medium strength as it doesn't result in a throw too soon. As soon as the autos start, break the corresponding way.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite, and choose Sadira as your opponent. Back yourself into a corner and 95% of the time, she'll use her aerial special. If you don't block it, she'll follow up with a heavy attack, so use + to break the combo. Most of the time, she goes right back to the aerial attack.
Counter Breakers
A counter breaker is anticipating a combo breaker by pressing + during your own combo. If the opponent tries to combo break, you break that and get to continue your combo.
• With a boosting partner: Meet up in Exhibition, it won't matter which type of combo breaker they try to use. Open your combo, then press + to start the counter breaker. They should try to combo break while you do that.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite. When you land a Combo Opener, immediately press + instead of an auto. I've found that about 60% of the time, they try to combo break as soon as you do that.
Combo Enders
Convert that potential combo damage into real damage! The following are Spinal's combo enders:
• Boneshaker - +. Does not count for Special 3.
• Soul Sword - +. Does not count for Special 2.
• Skeleport - +.
• Searing Skull - +: My preferred ender, gives you skulls depending on the level of combo you reached. Does not count for Special 1.
• Shadow Skeleport - +2xK. Counts for Shadow Moves.
• Shadow Searing Skull - +2xP. Unlike normal, this doesn't give you skulls. Counts for Shadow Moves.
Throws
+ or throws. While this gives you skulls, if boosting, this is not the best way to get them.
Overheads
Opponent must be crouch-blocking in order for these to count.
• + is the quickest way and results in roughly 50 overheads per match.
• Get skulls and use +. Counts for Special 1 as well.
Juggle Hits
• Ultra provides juggle hits
• Shadow Skeleport (+2xK) as a Combo Ender.
Blocks
• With a second controller: Set time to infinite, player 2 is ideally Orchid. Have something hold the control stick to block, like a rubber band. With Orchid facing left, use + for a multi-hit attack that moves forward. Using special moves, like +, slowly chips at the health bar, which also builds Instinct.
• With a boosting partner: Get in an exhibition match preferably, though a lobby works. Same idea, have them use a multi-hit attack that moves forward like Orchid or Fulgore. Since they won't be getting credit unless they connect, it doesn't matter who they use.
• By yourself: Go into versus, set difficulty to Noob and time to Infinite, and choose Sadira as your opponent. Back yourself into a corner and 95% of the time, she'll use her aerial special, which will chip away at your health, but count as a block.
Shadow Moves
Self explanatory. If boosting, get skulls and block a bunch of normal attacks. Connect with both Shadow Moves, then use Searing Skull (+P) to siphon your opponent's Shadow meter. Do not use Shadow Searing Skull! This siphons Instinct meter instead.
Instinct Mode
If boosting, make sure your opponent beats on you enough so that you can both activate Instinct Mode. Be aware that Instinct Mode gives you regularly regenerating skulls, which can be used to boost Special 1.
Ultras
With your opponent in Danger Mode, use + in a combo. Try to finish every victory with an Ultra. Also adds to Combo Hits and Juggle Hits.
2 Comments
+1 for Counter-breaker guide. Been double boxing, and that's an easy 10 challenges. Instead of pressing Y+B, I hit right on on the right stick. A bit easier so you don't accidentally start a different combo. Also took me 3 matches for all 100 breakers
By kabobles on 21 Oct 2018 02:43
very well written
By TheOnlyMatto on 04 Jun 2021 11:04
See "Spinal Novice" for more details.