COMBO THEORY
One thing that makes Killer Instinct so unique are Combos.
These are series of special moves and hits created by a few
simple controller moves.
They range from Triple Combos (3 Hits) to Killer Combos (12+ Hits).
Here is a listing of the names of all of the combos:
- 3 Hits = Triple Combo
- 4 Hits = Super Combo
- 5 Hits = Hyper Combo
- 6 Hits = Brutal Combo
- 7 Hits = Master Combo
- 8 Hits = Awesome Combo
- 9 Hits = Blaster Combo
- 10 Hits = Monster Combo
- 11 Hits = King Combo
- 12+ Hits = Killer Combo
- 20+ Hits = Ultra Combo
Combos follow one of three general formats:
(NOTE: Individual terms will be defined shortly!)
-
-
-
- Opener
- Auto-Double
- Linker
- Auto-Double
- Ender
So what do all of these terms mean? Here's a list of definitions:
- Opener
- A special move that begins a Combo.
- Auto-Double
- A move executed immediately after an Opener which automatically
scores a third and sometimes a fourth hit.
- Jump-in Auto-Double
- A special case of Opener + Auto-Double. In this case, it is
NOT a special move that is the Opener. Instead, it is a normal
kick or punch button pressed while jumping toward your opponent.
Then the Auto-Double is another single button pressed immediately
after the first hit. it follows this pattern:
Qp to Qk OR Qk to Qp
Mp to Fk OR Fk to Mp
Mk to Fp OR Fp to Mk
NOTE: All of these combinations work with all of the characters, but some must be done while ducking.
- Linker
- A move that continues a Combo after an Auto-Double and registers
several more hits. Each player has only one Linker.
- Auto-Double
- Exactly the same as above, except it follows a Linker.
Jump-in Auto-Doubles do NOT work here, however.
- Ender
- A move that finishes a combo with even MORE hits.
It may follow an Auto-Double or a Linker.
- Air Juggle
- A move added after a combo that inflicts another hit and
keeps your opponent airborne longer.
This is often a projectile, but not always.
OK, so now you know how to make a Combo. But how do you STOP
your opponent if he or she is using a combo on YOU?
This is where Combo-Breakers come in.
Combo-Breakers
A Combo-Breaker is a particular special move that interrupts
your opponent's Combo. But it's a little more complicated than that.
The strength (Quick, Medium, or Fierce) of the move you need to make
is determined by the strength of the move your OPPONENT is currently
in the middle of. In other words, if your opponent is using a
Fierce attack against you, you would break the Combo with a
different button than if your opponent was using a Medium attack.
To generalize, it follows this pattern:
Quick breaks Medium
Medium breaks Fierce
Fierce breaks Quick
Post Combo-Breakers
After you break a Combo, you become "Powered Up". This is indicated
by a flashing line on the end of your Life Bar. When you are
powered up, you can execute special moves called "Post Combo-Breaker"
moves. These are generally regular special moves with an extra
hit or two thrown in there, although sometimes they can be more.
NOTE: Two characters have special ways to power up.
SabreWulf's Howl doubles as a Power Up, and Spinal can be powered
up by "Devouring" (Absorbing) a projectile or even sometimes a
Dash Attack.
OK, so you have the basic offensive and defensive strategies
needed for combos. But are there any SPECIAL tricks that can
give you an edge?
Special Combos
- Slappie
- This is not a true Combo. Rather, it's a series of rapid
hits that, if executed correctly, will register as a Combo.
They do not use Auto-Doubles. Instead, they begin with a
string of kicks, punches, and Special Moves.
They are almost unbreakable.
- Slo-Mo
- This is a Combo that slows down dramatically during the
Ender. It is done by adding an Ender immediately after an
Auto-Double that causes a knock-down. These are VERY tricky
and do not always work.
- Ultra Combo
- This is a combo that finishes your opponent.
It is executed when your opponent's Life Bar is almost gone
(but before the "Danger" screen.) It is accomplished by
executing a rather simple controller sequence during the course
of a normal Combo. It usually scores over 20 hits.
It CANNOT be broken by a Combo Breaker.
- Ultimate Combo
- Like an Ultra Combo, it is executed when your opponent's
Life Bar is almost gone. And again it is done by executing a
simple controller sequence during the course of a normal Combo.
It does not score as many hits as an Ultra Combo, but it ends
with an automatic Danger Move.
Well, there you have it. Everything from the simple Jump-in
Auto-Doubles to Combo Breakers to Ultimate Combos. These things
are difficult to master but are well worth the effort. And they
just might give you the edge you need to defeat your opponent.
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This page created March 9, 1996.