Want to know exactly how to combo in Killer Instinct for Xbox One? urbanbreathnyc.com gives you the slim on the basics.

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So you"ve gotten your Xbox One hooked up and you"ve download Killer Instinct, because it"s free! also with just Jago at your disposal, you"re around to take it a lengthy trip down the hare hole. People were worried about twin Helix bringing earlier a fighter loved much more for that is nostalgia than its technical mastery, but the studio has actually delivered great game that need to fit right right into the fighting video game community.

But how do you play the cursed game? urbanbreathnyc.com is below to assist you with a quick beginner"s overview to Killer Instinct!

The really Basics

Somehow you"ve gained this much without understanding all the buttons you"re hitting. Same enough. Here"s a quick rundown of each button and also how they correspond to the Xbox One controller:

Light punch (LP) - XMedium punch (MP) - YHeavy beat (HP) - best BumperLight kick (LK) - AMedium kick (MK) - BHeavy absent (HK) - best TriggerAll three Punches (3P) - Left BumperAll three Kicks (3K) - Left Trigger

If you"ve played Capcom"s Street Fighter series, Killer Instinct"s control scheme must look familiar. Blocking is the same as it is in the series: hold ago or Down+Back. This is vital if you don"t desire to take every struggle on the chin.

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Building her Combos

While the video game may play prefer Street Fighter ~ above the surface, Killer Instinct is based roughly combos. In fact, KI is so built roughly combos that there"s two types of damage: Instant and Potential Damage. Instant damage happens when you hit your opponent. Potential damages is the part of your opponent"s lifebar that flashes white while you"re law a combo. If you don"t finish your combo correctly, the Potential damages goes away. The longer your combo, the more Potential damage you deal. That way the difference between 5 percent and also 45 percent of her opponent"s lifebar is properly finishing your combo!

The Killer Instinct combo route goes prefer this: Opener > Auto-Double> Linker > Auto-Double > Ender

Let"s dive into Openers, i m sorry is how you start any type of combo. Certain special moves the each character has actually are additionally openers, v the complete list below (all motions assume her character is dealing with right):

Jago

Wind Kick: ↓ ↙ ← + (Any Punch)Laser Sword: ↓ ↙ ← + (Any Kick)

Sabrewulf

Ragged Edge: ←→ + (Any Punch)Run/Hamstring: ←→ + (Any Kick), climate LP or LKRun/Jumping Slash: ←→ + (Any Kick), then MP or MK

Orchid

Flick Flack: ↓ ↙ ← + (Any Kick)Ichi ni mountain Light: ↓ ↘ → + LP, hit LP again, struggle MP a third timeIchi Ni san Medium: ↓ ↘ → + MP, struggle MP again, struggle MP a third timeBlockade Runner: ↓ ↘ → + (Any Kick)
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Glacius

Ice Lance: → + MPCold Shoulder: ↓ ↙ ← + (Any Kick)Puddle Punch: ↓ ↘ → + (Any Kick)Shatter: ↓ ↘ → + (Any Punch)

Sadira

Blade Demon: ↓ ↘ → + (Any Punch)Recluse: ↓ ↙ ← + (Any Kick)Widow’s Bite: In the wait ↓ ↘ → + (Any Punch)

Thunder

Triplax ↓ ↘ → + (Any Punch)Ankle Slicer ↓ ↙ ← + (Any Kick)Back litter ← + LP+LK

Your following step is throw an Auto-Double in there. Auto-Doubles carry out two attacks in quick succession and space performed through hitting any attack button. They"re the condiment of your combo sandwich: they"re simply there to transition from one shiny relocate to another.

You may also heard veteran Killer Instinct players talk around Manuals. These are attacks you can swap in for Auto-Doubles in a combo. Manuals differ because that each character and also the timing is very strict. The benefit of making use of a hand-operated is the your foe can just break her combo as soon as they connect, which is a much shorter time structure than an Auto-Double. However that"s veteran stuff, for this reason let"s relocate onto Linkers.

Linkers space special move that save your combo string going. The list of Linkers is specifically the same as the list of Openers, yet they cannot be carry out with hefty Punch (HP) or hefty Kick (HK). Using either of those buttons will carry out an Ender instead.

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Linkers vary in variety of hits depending upon the button you use to execute them. Using a Light beat (LP) or Light kick (LK) for your Linker results in one hit. Using a medium Punch (LP) or medium Kick (LK) will offer you a two-hit Linker. To get a three-hit Linker, you have the right to use any type of button, however you need to hold it down instead of tapping it. Why must you switch? because the longer your linker, the much longer the opportunity your opponent has come break her combo.

Finally, the one-of-a-kind moves you use to finish a combo are accordingly called Enders. For most of the characters, any of their special moves perform with heavy Punch (HP) or hefty Kick (HK) will finish a combo.

Each Ender has actually a distinct combo property, offering you much more chances to hurt your opponent. "Wall Bounce" means you adversary is shoved versus the stage wall surface and bounces off. "Juggle State" Enders punch your foe in the waiting for additional combo action. "Max Meter Gain" to add the most energy to your Shadow Meter and "Max Damage" go what it says on the tin: girlfriend inflict the most damages on her opponent. As you begin to grasp Killer Instinct, you"ll count on this Enders as various tools the the trade.

Jago

Wind Kick: ↓ ↙ ← + HK(Wall Bounce)Laser Sword: ↓ ↙ ← + HP (Juggle State)Endokuken: ↓ ↘ → + HP (Max Meter Gain)Tiger Fury: → ↓ ↘ + HP (Max Damage)

Sabrewulf

Ragged Edge: ←→ + HP (Wall Bounce)Run/Uppercut: ←→ + (Any Kick), then HP or HK (Juggle State)Eclipse: ↓ ↑ + HP (Max Damage)
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Orchid

Flick Flack: ↓ ↙ ← + HK (Juggle State)Ichi Ni San: ↓ ↘ → + HP, fight HP again, hit HP a third time (Juggle State)Blockade Runner: ↓ ↘ → + HK (Wall Bounce)Air Buster: → ↓ ↘ + HK (Max Damage)

Glacius

Hail: ↓ ↙ ← + HP (Juggle State)Cold Shoulder: ↓ ↙ ← + HK (Wall Bounce)Puddle Punch: ↓ ↘ → + HK (Max Damage)Shatter: ↓ ↘ → + HP (Max Meter Gain)

Sadira

Blade Demon: ↓ ↘ → + HP (Juggle State)Recluse: ↓ ↙ ← + HK (Juggle State)

Thunder

Triplax: ↓ ↘ → + HP (Wall Bounce)Call the the Earth: ↓ ↙ ← + HP (Max Damage)Ankle Slicer: ↓ ↙ ← + HK (Max Meter Gain)Sammamish: → ↓ ↘ + HP (Juggle State)
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The next Level: Combo Breakers, Lock Outs, The KV Meter, and Shadow Moves

So now you know how to execute a combo. Welcome to the family! Let"s dive a bit deeper into Killer Instinct now.

What happens as soon as you"re trapped in your opponent"s unfair combo? You need to Combo Break that mess! Combo Breakers space performed through hitting any two attack buttons the the exact same strength in ~ the same time: Light beat (LP) + Light kick (LK), medium Punch (MP) + medium Kick (MK), or heavy Punch (HP) + hefty Kick (HK). You have actually to complement the strength of the Opener, Auto, Linker, or Ender being used against you. For example, if Jago is using an MP Laser knife as a Linker against you, you can break his combo with tool Punch (MP) + tool Kick (MK). This is why using lengthy Linkers or sticking through the same combos is a bad thing: when an opponent can review you, they deserve to break your combos through ease.

Tip: because that beginners, the medium Combo Breaker is encourage while you"re learning. Hefty attacks an outcome in Enders when offered in a distinct move, and Light assaults are faster, so they"re harder to combo with. Plenty of players stick through Medium attacks in your combos.

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If girlfriend fail a Combo Breaker input, you"re topic to a Lock Out. When a Lock the end happens an X appears over your head followed by one exclamation mark, and you"re prevented from doing noþeles for 3 or four seconds. This can be a discovering experience though: a yellow X means you mistimed her Combo Breaker, while utilizing the wrong strength of Combo Breaker results in a red X.

When you start a combo, the KV (Knockdown Value) Meter appears. As soon as the meter fills, your opponent is thrust away and also the combo ends automatically. Heavy Auto-Doubles build the KV Meter slower than Medium and Light assaults because they"re simpler to Combo Break. Much faster combos that are more difficult to break to fill the KV meter increase faster. Using Manuals or Shadow moves don"t add to the KV meter in ~ all! If you"re nearing a complete KV Meter, don"t be fear to usage an Ender to complete the combo. You don"t want to shed all the Potential Damage!

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Next in our rapid look right into the basics the Killer Instinct we"ll cover Shadow Moves. Under at the bottom of your screen is the zero Meter. This is fill by attacking your opponent: a block filling the meter an ext than a hit does, and also "Max Meter Gain" Enders add a an excellent deal to the meter. The meter filling in 2 areas and you can spend either of this "stocks" to do a zero Move.

Shadow Moves space done through performing any kind of special move with two assault buttons. For example, Jago"s zero Wind Kick can be performed by law the ↓ ↙ ← motion and hitting Light kick (LK) + medium Kick (MK), medium Kick (MK) + hefty Kick (HK), or Light kick (LK) + hefty Kick (HK). Shadow moves all counting for 5 hits. They can be used as Openers and Linkers, or Enders depending on the move, for this reason experiment! like I said before, shadow Moves carry out not include to the KV Meter, so they"re great to usage as Linkers to extend your combo!

Ultra Combos

We"ll end our looking into the basics of Killer Instinct through the Ultra Combo. Ultra Combos space computer-performed high-hit combos provided at the end of a match. When your opponent"s health and wellness is in ~ 15 percent or less, you perform each character"s specific Ultra as a Combo Ender. This moves are usually one of your one-of-a-kind moves with all three Punch or kick buttons.

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Jago

Ultra Combo: → ↓ ↘ + 3P

Sabrewulf

Ultra Combo: ←→ + 3P

Orchid

Ultra Combo ↓ ↘ → + 3K

Glacius

Ultra Combo: ↓ ↘ → + 3P

Sadira

Ultra Combo ↓ ↘ → + 3P

Thunder

Ultra Combo ↓ ↘ → + 3P

And that"s only the start of her journey right into Killer Instinct! expect you reap it and also maybe perform a sweet Ultra Combo on part unsuspecting fool! If friend do, conserve it and upload her glory for every to see!