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Bill "Tom Brady" Menoutis talks Killer Instinct Basic Combo System Tips

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Well, for the lucky ones who have been able to get their hands on the new Xbox One today along with their download of the new Killer Instinct by Double Helix Games, you might wanna start your combos, yes? Tom Brady and Rip have been uploading videos and posting tips over on PrimaGames.com basically everyday or several times a day for quite some time now leading up to the official Killer Instinct release. About two days ago, Tom posted a blog detailing how to get your combos started and what "Instant Damage" and "Potential Damage" mean.

Check out part of his blog below as it may help you better understand and execute bigger combos in Killer Instinct.

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When starting out, one of the most important things to get down is the combo system. If you can’t do combos then you won’t be able to do any real damage to your opponent once you hit them. Killer Instinct has a very unique and non-traditional way of performing combos. First thing to know: whenever you begin any sort of combo you will notice part of your opponent’s life bar comes off right away while part of the life bar flashes white. This is known as “Instant Damage” and “Potential Damage.” Instant Damage represents the damage that the opponent loses right away and Potential Damage represents the full damage that you have the potential to inflict if you end the combo at that point. The bigger the combo, the bigger the Instant and Potential Damage will be. Now on to getting our combo going…

Anything in the game that starts a combo is considered a Combo Opener, so lets start there. Each character has Basic and Special Attacks that are designated “Combo Openers.” A Combo Opener allows you to get the rest of the combo going once they hit. Check your in-game move list to see your character’s Combo Openers. After a successful Combo Opener, you proceed to the next step in the combo, an Auto-Double. You perform the Auto-Double by pressing any attack button after an Opener or Linker; with this one button press, your character automatically performs two hits. Now that you have the combo rolling along, you can end the combo here—but why stop now when you are just getting the hang of it?

Ok, now that you have decided to continue the combo for more damage, you want to follow up your Auto-Double with a Combo Linker. A Combo Linker is going to take the front end of the combo that you have just performed and link it together with the next part of the combo. Every character has Special Attacks that are designated “Combo Linkers”; these are displayed in your character’s in-game move list. After connecting with your Linker, follow up with another Auto-Double. This Auto-Double can be performed by again pressing any attack button. ALRIGHT! Now that you’ve got a pretty nice combo going here, let’s end the combo and cash in on our Potential Damage by performing a Combo Ender. A Combo Ender closes your combo out, allowing you to cash in on the remaining flashing-white part of your opponent’s life bar. Each character has several kinds of designated “Combo Enders” that are displayed in your characters in-game move list.
Killer Instinct combos can run a lot longer then the combo example we just used. By looping your Auto-Doubles and Linkers you are able to continue reading!
Source: PrimaGames.com
 

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Vulcan Hades

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I don't want basic combo tips, I want combo tips of the absoulte highest level even when I don't even have the game yet.
There has been so many videos from Double Helix, Microsoft and Maximilian already. How have you not been keeping up. Obvious this write up by Tom Brady was intended for the casual player and noobs that have never played any KI before or watched any videos explaining it.

Opener, then auto-doubles or manuals into linker, into AD or M into ender. With the option to shadow move, instinct cancel and counter breaker to extend the combo. Or end with a +X linker for a reset into overhead/low mixup or throw/frametrap. Or end with wallbounce into cross-up shenanigans.

Manuals are pretty much like SF links and counter hits work exactly like in SF: You get bonus hit advantage on counter hit so you can land manuals off a frametrap that don't exist if you don't get your CH.