Combo Flow
Combos have a very specific flow in Killer Ins
Opener > Auto-Double / Manual > Linker / Shadow Linker > Auto-Double / Manual > Ender
You can mix and match to be a little more creative with your combos, or use an Ender earlier in a combo to cut it short, but this is the basic structure of a Killer Instinct combo. If you ignore this, you will have a difficult time performing combos in the game.
tinct. While the system is more open than it was in the previous games, it's important to know how combos work in order to maximize damage and make it more difficult for an opponent to use a Combo Breaker. The general flow of a combo is as follows:
Combos have a very specific flow in Killer Ins
Opener > Auto-Double / Manual > Linker / Shadow Linker > Auto-Double / Manual > Ender
You can mix and match to be a little more creative with your combos, or use an Ender earlier in a combo to cut it short, but this is the basic structure of a Killer Instinct combo. If you ignore this, you will have a difficult time performing combos in the game.
tinct. While the system is more open than it was in the previous games, it's important to know how combos work in order to maximize damage and make it more difficult for an opponent to use a Combo Breaker. The general flow of a combo is as follows:
Auto-Doubles
The easiest way to extend a combo is by using an Auto-Double. After an Opener or Linker, an Auto-Double performs two consecutive hits. You can follow an Auto-Double with another Linker or an Ender, depending on how you wish to continue your combo.
In the original Killer Instinct, the general rule on Auto-Doubles was to use the immediately weaker button following an Opener or Linker (Heavy to Medium, Medium to Light, or Light to Heavy). For example, if you use Jago's MK Wind Kick, you would follow with LP or LK as an Auto-Double. The new system is far more lenient, allowing any attack button to be used as an Auto-Double.
While an Auto-Double is relatively easy to execute, it's also fairly easy to break. An opponent has from the initial frame of the first hit in an Auto-Double until the final frame of the second hit to perform a Combo Breaker. At the highest level of play, it should not be difficult to break Auto-Doubles on-reaction.
LINKS:
Part 1 - Introduction
Part 2 - Basic Game Systems
Part 3 - Basic Game Systems #2
Part 4 - Characters and moves