Killer Instinct achievements

Killer Instinct

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There are a maximum of 436 Killer Instinct achievements (94 without DLC) worth 25,849 (4,635), and 27 challenges

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There are a maximum of 14 achievements worth 535 (150)

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Achievement Details

Spinal Master in Killer Instinct

Spinal Master62 (10)

This is a rare achievementReach 150 Fight Challenges with Spinal

  • Unlocked by 1,745 tracked gamers (4% - TA Ratio = 6.23) 42,086  

Achievement Guide for Spinal Master

658,352 (304,315)
Achievement won on 16 Oct 14
TA Score for this game: 6,899
Posted on 16 October 14 at 13:07, Edited on 16 October 14 at 13:08
This solution has 14 positive votes and 0 negative votes. Please log in to vote.
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 cn_X, cn_Y, or cn_RB. K means any kick and corresponds to cn_A, cn_B, or cn_RT. 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:

cn_downcn_downrightcn_right+cn_A, cn_A, cn_A, cn_downcn_downrightcn_right+cn_X
This works on Bone Shaker (Special 3), Autos, Manuals, Combo Hits, and Combo Enders. You can replace the opener with cn_downcn_downleftcn_left+cn_X 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.


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 cn_upright+cn_X.

Searing Skull (Special 1) - cn_downcn_downrightcn_right+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+cn_A, absorb special moves with cn_left+cn_X, or finish a combo with cn_downcn_downrightcn_right+P. Using it as a Combo Ender does not credit this title.

If boosting with a partner, have them crouch block, then use cn_downcn_downrightcn_right+cn_RB to work on Overheads at the same time.

Soul Sword (Special 2) - cn_downcn_downleftcn_left+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) - cn_downcn_downrightcn_right+K
See Special 2 and the preferred combo above, they're interchangeable.

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.

Generally a royal pain, but Spinal's can be obtained via button mashing. Preferred combos are cn_downcn_downleftcn_left+cn_X, cn_X, cn_X or cn_downcn_downrightcn_right+cn_A, cn_A, cn_A. 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 cn_RB auto, press cn_RB+cn_RT 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 cn_RB+cn_RT 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 cn_Y+cn_B 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 cn_Y+cn_B 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 cn_Y+cn_B 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 - cn_downcn_downrightcn_right+cn_RT. Does not count for Special 3.
• Soul Sword - cn_downcn_downleftcn_left+cn_RB. Does not count for Special 2.
• Skeleport - cn_downcn_downleftcn_left+cn_RT.
• Searing Skull - cn_downcn_downrightcn_right+cn_RB: My preferred ender, gives you skulls depending on the level of combo you reached. Does not count for Special 1.
• Shadow Skeleport - cn_downcn_downleftcn_left+2xK. Counts for Shadow Moves.
• Shadow Searing Skull - cn_downcn_downleftcn_left+2xP. Unlike normal, this doesn't give you skulls. Counts for Shadow Moves.

cn_X+cn_A or cn_RSd throws. While this gives you skulls, if boosting, this is not the best way to get them.

Opponent must be crouch-blocking in order for these to count.
cn_left+cn_RB is the quickest way and results in roughly 50 overheads per match.
• Get skulls and use cn_downcn_downrightcn_right+cn_RB. Counts for Special 1 as well.

Juggle Hits
• Ultra provides juggle hits
• Shadow Skeleport (cn_downcn_downleftcn_left+2xK) as a Combo Ender.

• 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 cn_left+cn_RT for a multi-hit attack that moves forward. Using special moves, like cn_downcn_downrightcn_right+cn_A, 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 (cn_downcn_downrightcn_right+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.

With your opponent in Danger Mode, use cn_downcn_downleftcn_left+cn_LT in a combo. Try to finish every victory with an Ultra. Also adds to Combo Hits and Juggle Hits.
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