Fighting Tips for KI & KI2

Here are fighting tips for Both Killer Instinct and Killer Instinct 2. These tips come from the manuals of KI (SNES) and KI Gold (N64).

Killer Instinct

Basic Moves

Killer Instinct

Each fighter in the Killer Instinct tournament has basic moves that are similar. In the human characters, these are usually punches or kicks of various degrees of ferocity. The non-human characters use other means of attacking. Each attack has three levels of intensity; quick, medium and fierce.

Quick Punch / Kick / Bite / Sword

No matter what method of attack is used, a Quick attack is just that; it's fast but doesn't do a lot of damage. However, it can be difficult to get an attack in on opponent who is unleashing a flurry of quick punches.

Medium Punch / Kick / Bite / Sword

A Medium attack is somewhere in between a Quick and Fierce attack in terms of speed and damage caused. It is possible to perform Medium attacks quite rapidly, but this requires some timing.

Fierce Punch / Kick / Bite / Sword

Fierce attacks are devastating, but are somewhat slow. It's possible to counter-attack after a Fierce attack if you time it correctly.

Blocking

Denying your opponent a clear strike is the best way to avoid damage (duh!) in any fighting game. In Killer Instinct, blocking skills are especially essential. To block a move, hold the Control Pad cross away from the attacking character. If correctly blocked, any normal move (Quick, Medium or Fierce) will not do any damage. To block correctly, you must master blocking high and low.

Blocking High

If you just stand there and block, that will be good enough to block an attacker who is just standing there, or even one who is jumping in on you. However, if your enemy tries to get sneaky, and attacks low, blocking high will not be enough.

Blocking Low

Press Down and away from the attacker on the Control Pad and you will block low. Blocking low is necessary to block low attacks, such as sweeps. Sometimes you can also block standing attacks while ducking, but don't count on it. The only problem with blocking low is it leaves you open to a top attack.

Top Attack

If you opponent is blocking low, you can top attack over the top of their defense. To do this, press away from your opponent on the Control Pad cross and press Fierce Punch.

Uppercut

Some characters can perform an uppercut by pressing Down on the Control Pad and Fierce Punch. This is especially useful when an attacker jumps at you. Several characters do not have uppercuts, but they have special move counter-attacks against jumping attackers.

Sweep

Press Down and Fierce Kick next to a standig opponent to execute a sweep attack. If you hit, it will knock your foe down. Not every character has a sweep move.

Duck

Press down on the Control Pad and your character will duck. From this position, he or she can attack low. Some characters, like Sabrewulf, can actually avoid some attacks this way.

Special Moves

Each character also has a fine selection of special moves to use in combat. Each character's special moves are different, and usually require the use of buttons in combination with the Control Pad cross.

Elementary Combo Theory

Killer Instinct

So you mastered the basics of pounding each other. Now it's time to learn a combo or two. Combos are basically a combination of buttons that produces multiple hits. Now, these hits aren't really free, as you must connect with the first one in order to activate the combo. However, a successful combo can give you many extra hits for the low price of just a few button presses. It's possible to get a 30 hit combo for a mere 6 button presses! But that will come later. First, you must learn the law of Jump-In Auto-Doubles.

Jump-In Auto-Doubles

In order to perform a Jump-In Auto-Double, you must first jump-in and attack your opponent, successfully hitting them. Once you have scored the first hit, if you press the proper button next, you will not only get your first hit, but you will also get two or three bonus hits. The whole sequence will register as a Triple Combo or Super Combo. The trick is to know what pair of buttons will produce the Auto-Double.
Here is that list:

Quick Punk and Quick Kick ( QP <-> QK )
Medium Punch and Fierce Kick ( MP <-> FK )
Medium Kick and Fierce Punch ( MK <-> FP )

You can tell from this list that if you jump-in and hit, for example with a Fierce Kick, pressing Medium Punch immediately after the first hit should trigger at least a Triple Combo. You could do that in reverse order as well, but note that not every Auto-Double combination will work with every character.

Openers

The jump-in attack is what is know as an "Opener" move. This means that if this initial attack is succesful, your opponent is briefly open to whatever combo series you want to punish him or her with. Each character also has several special moves that function as openers. If you hit with an Opener move, there is at least one button (sometimes more) that you can press to get an Auto-Double.

Top Attack Auto-Double

Top Attacks are also Openers.

Linkers

So what do you do once you have mastered Triple and Super Combos? You extend your combo tally using moves known as Linkers. After you have succesfully hit your opponent with an Auto-Double, you can continue to combo them by following the last hit of the Auto-Double with a Linker move and another Auto-Double button.

End Specials

The best way to finish a combo is an end special, which can be added after any Auto-Double or Linker. End Special are listed in each character's profile. An example of a complete combo sequence would be:

Jump-In hit
+
Auto-Double button
+
Linker
+
Auto-Double button
+
End Special.

Intermediate Combo Theory

Killer Instinct

There's nothing that can make you feel quite as helpless as a multi-hit combo. So what can you do about
it besides put the Control Pad down and grab some soda and chips? You can bust out a Combo Breaker, that's what!

Each fighter has a special move that will function as a Combo Breaker. A Combo Breaker can potentially
interrupt any part of a combo - Auto-Double, Linker, and End Special (but not the final hits of an Ultra Combo).
The key is to use the proper Combo Breaker to break the move. This takes practice and a keen eye, plus vast
knowledge of every character's Openers, Linkers and Auto-Doubles.

Combo Breakers can be summed up as follows:

Quick breaks Medium.
Medium breaks Fierce.
Fierce breaks Quick.

The best way to envision Combo Breakers is like the game "Scissors, Paper, Rock" The correct combo
breaker will beat your opponent's attack. To break an opener sequence or an end finisher, you must
perform the combo breaker using the button that breaks the button your opponent is using. So if he
hits you with a Fierce opener, you can break with your Quick combo breaker.

Since you can break a Linker with any of the buttons (Quick, Medium or Fierce), it's risky to do
long combos. However, you still have to learn the timing to do the combo breaker and that only
comes with practice.

Breaking a combo does several things. First of all, its gets you out of the humillating sequence
of hits and damage, and it throws your opponent for a loop! Second of all, all characters have
some moves that are enhanced after they have broken a combo. We have left these advanced post-breaker
moves for you to discover on your own.

Advanced Combo Theory

Killer Instinct

So you've mastered all the basic combos; jump-ins, openers, linkers and end finishers. Well that's far from all you'll find in Killer Instinct! Below you'll find some of the more advanced tricks, but we're going to leave it to you to find some of the really special moves (like Air-Doubles, Shadow Moves and Post Breakers Specials). Keep building upon your knowledge of Auto-Doubles and you'll be surprised how many new moves you can discover.

Danger Moves

When you have your opponent on the ropes and basically defeated, you can perform a Danger Move on him or her. You will only have a few seconds to perform the move. Some of the Danger Moves require special timing, or that you stand a certain distance from your victim.

Ultra Combos

If you opponent is almost defeated (his second life bar is almost gone and the bit that remains is flashing), you can perform an Ultra Combo. Basically, Ultra Combos are like special End Finishers that work when your opponent is almost defeated. Go into a combo sequence, and if you hit, finish it with the Ultra Combo move noted for the character you are using. If you do it correctly, you should get a double digit Ultra Combo, usually in excess of 20 hits. There is no way to combo break an Ultra Combo, but if you're getting hit by one, you were almost defeated anyway.

Killer Instinct 2

Basic Fighting Theory

Killer Instinct 2

Combo Theory

A combo is a series of Linked Attacks. The resulting Combo that you see on the screen depends on the sequence of attacks that you perform. There are seven possible steps for putting together a Combo:

Opener, Auto-Double/Manual-Double, Linker, Auto-Double/Manual-Double and End Finisher. You don't need to know all of these techniques yet, let's just start with the easy stuff!!

Openers

An Opener is a move that initiates a Combo. An Opener can be any kind of attack, or Special Move that doesn't knock your opponent down, and allows enough time to do more hits before the opponent can move. Basic Openers include Jump-in attacks, Pressures and "Opener" Special Moves.

Auto-Doubles

An Auto-Double is a single move which can be performed at certain times in a Combo, and provides an extra hit. If you perform an Opener to start a Combo, press an Auto-Double button to continue the attack.

A valid Auto-Double depends on what you opened with. Using the Auto-Double Chart, you can see that a valid Auto-Double for a FP Opener is MP or MK. It's that simple, the Auto-Double is always one button down from the valid Opener.

Auto-Double Chart
Auto Double Chart

End Finishers

End Finishers are Special Moves that will end a Combo Sequence. Each fighter has four End Finishers. Performing all four End Finishers in a single match will give the fighter a fifth End Finisher, called (obviously!) the Fifth End Finisher. For more on the Fifth End Finisher, see the Advanced Theory section.

Throws

You can throw your opponent to prevent them from being defensive fighters (Turtles!). It's frustrating when all your opponents do is sit back, and block your attacks. Throws do little damage, and they can be reversed, but they are one way to stop Turtles!

Throw Reversals

You can reverse a Throw by pressing the Control Stick, or the + Control Pad, backward and tapping your fighter's Throw button. You must do this in the first frame of your opponent's Throw. You can use the audio to queue your reversal, too. Perform your Reversal when you hear your opponent's "Throw Grunt". Throw Reversals can be reversed, too!

Advanced Theory

Killer Instinct 2

Combo Breakers

A Combo Breaker is a Special Move that breaks an active Combo. You can only break a Combo during the Auto-Double or Manual-Double (see the master section to learn about Manual-Doubles). The rules for breaking are very simple; If the opponent is doing a punch move, break with your character's Combo Breaker motion + kick, if the opponent is doing a kick move, break with your character's Combo Breaker motion + punch. For example, if your opponent does a valid Opener, then a punch Auto-Double, when you see the punch Auto-Double (typically two punches), do your character's Combo Breaker motion + kick.

Linkers

Now that you know how to do basic Combos, it's time to make the Combo bigger! This is done with the "Linker" moves. After performing an Auto or Manual-Double, perform your character's Linker Special Move, this will not knock your opponent down. Following the Linker, you can then perform another Auto-Double, then any End Special (or just do the End Special after the Linker to lessen the chances of having your Combo broken!).

Super Moves

After building up your Super Bar, it is possible to perform Super Moves. These include Super Linkers, Super End Finishers, as well as a few more things we will save for the Master Section. Super Linkers will do five instead of the usual one hit for the Linker. Super End Finishers will hit four to six times at the end of the Combo.

Juggles

After your Combo is finished, sometimes it is possible to sneak in a few more hits! There are many ways to Juggle your opponent, these include certain Special Moves, as well as some regular moves. With some characters, there are ways to get seven or more Juggle hits!!

Throw Combos

For easy Juggling, try doing your character's throw in a Combo! Throws can only be done in a Combo after an Auto-Double. Notice that the opponent will be tossed higher up than with the usual throw. This is so that you can Juggle them!!

Pop-Ups

Each character has several ways they can get up from the ground quickly. These Special Moves are referred to as "Pop-ups".

Top Attack

You can Top Attack your opponent by holding back on the Control Stick, or the + Control Pad, and tapping the FP, FK or MP depending on your fighter. Top Attacks are effective against a ducking or blocking opponent. You cannot follow a Top Attack with an Auto-Double, but you can follow it with a Pressure-Double, Manual-Double, and certain Special Moves.

Master Theory

Killer Instinct 2

Countering Theory

The main thing which seperates a Master KI2 player from the crowd, is understanding the methods which which you can counter your opponent's attacks. There are several different types of Counters in KI2.

Rock, Paper, Scissors Priority

Each Character in KI2 has three Special Moves which can be represented by the ancient game of Rock/Paper/Scissors. If you don't know what this is, TOUGH!! Okay, the idea is that there is a triangular relationship between these movies. "Rock" beats "Scissors", "Scissors" beats "Paper", and "Paper" beats "Rock". Therefore, no move is unbeatable!! For example, for Jago vs. Jago, Wind Kick beats Slide, Slide beats Laser Sword, and Laser Sword beats Wind Kick.

Through Projectiles

Each character has a Special Move which can go under, over or through projectiles. Each character also has a Super Move, which will also perform this function.

Air Counters

Once again, it's the Rock/Paper/Scissors game! When both characters are jumping, Fierce moves beat Medium moves, Medium moves beat Quick moves, and Quick moves beat Fierce moves. For example, a jumping Quick Punch or Kick will ALWAYS beat a jumping Fierce Punch or Kick.

Pop-Up Counters

Each character has several ways they can "Pop-Up", and there are ways to counter all of them!! I will leave it up to you Mater players to figure which move counters which Pop-up. Once again, EVERY Pop-Up can be countered!!

Other Special Moves

Remember ANY Special Move can be countered. For an example, a jump-in Fierce Punch or Kick will beat Jago's Tiger Fury if timed correctly, but an uppercut will always beat a jump-in Fierce Kick, but lose to a jump-in Medium Punch or Kick!

Manual-Doubles

Manual-Doubles are very useful, but hard to master. This move can replace an Auto-Double in a Combo, be performed after an Auto-Double and work as an Opener. The advantage of the Manual-Double is that it is harder to break. To perform a Manual-Double, rapidly press Fierce Punch or Kick, followed by Medium Punch or Kick. Therefore, each character has four Manual-Doubles, FP-MP, FP-MK, FK-MP, FK-MK. Typically the Control Pad/Stick should be in neutral position during Manual-Doubles, but some of these four will work while either holding towards or away from, your opponent so that you can "Charge" your next Special Move.

Pressure-Double

Each character has a move called the Pressure-Double. There are many uses for this move, it can act as an Opener, or an "Auto-Double", and it will even Juggle if used correctly!

Pressure Combos

Pressure-Combos are Combos performed on a blocking opponent. When you are doing this, the opponent cannot move, but they only take a small amount of damage. The advantage is that Pressure-Combos fill up your Super Bar VERY QUICKLY!! There are many ways to perform Pressure-Combos, but the two main methods are to either perform a Pressure-Double into a Special Move, or a Manual-Double into a Special Move. The biggest Super Bar gain will be obtained by doing the Pressure/Manual-Double into one of your character's "Rock/Paper/Scissors" Special Moves.

Pressure Breaker

So the best Super Bar gain is from the Pressure-Combo which ends with a "Rock/Paper/Scissors" Special Move, well this can be "broken"!! If your opponent does a Pressure-Combo which ends with a "Rock/Paper/Scissors" move, do your countering Special Move, and you will come out of your block stance, and counter their Pressure-Combo!! There is a lot to this part of the game. Live it, learn it, and win!!

Ultra Breakers

Break and Ultra!?!?! You Bet!!! Just perform your characters Ultra Breaker Super Move, when the opponents Ultra Combo is starting, and Boom...the fight is still on!

Shadow Combos

Some characters have a Shadow/through fireball move. Just use this move as an Opener, and the entire Combo will be "shadowed"!

Speed-Up Combos

There are two ways to do "Speed-up" Combos. The first is fairly easy, but only works on the End Finisher. Instead of doing the End Special motion, and pressing the appropriate button, do the motion, and RELEASE the appropriate button. Of course, this works better on multi-hit End-Specials. The Fifth End Finisher cannot be sped up.

The second way to speed up a Combo is much trickier, but can work for the whole Combo. All you have to do is press the Auto-Double button immediately as the Opener hits the opponent, and the Auto-Double, will come out MUCH faster than usual. This not only looks great, it is hard to break. To see a good example of this style of Speed-up Combo, fight the computer Kim Wu on the hard or extra hard level. She will be glad to show you how fast a Combo can get. Any character can do a Combo this fast, using this method.

Slow Motion End Finishers

These look really great, ESPECIALLY at the end of a Speed-up Combo!! To do this, just do the Control Pad/Stick motion twice before pressing the End Special button. Again, these work much better when your End Specials are powered up to four hits!!

Air Doubles

An "Air Double" is a way to Combo someone who is jumping at you. All you have to do is hit a jumping opponent, while you are jumping, then perform the Air Double Special Move, using the strength one down from the button you did the first hit with. For example, for Jago, after connecting with a jumping FK, do a Medium Wind Kick. You can then Juggle several different ways, if you have discovered them.

Ultra

To perform an Ultra Combo, just do the Ultra Combo Special Move at the end of a Combo when your opponent's Life Bar is flashing red. Ultras will be longer, based on the power of your End Special. For example, if you have done only one End Finisher during the fight, the Ultra will be short. If you have done all four End Finishers, plus the Fifth End Finisher during the fight, the Ultra will be LONG! It is possible to do your character's Super End Finisher at the end of the Ultra, for some extra hits!!

Really Long Ultras

OK, here's the key to the 70+ hit Ultras. Just do Parry Opener, Auto-Double, Manual-Double, Super-Linker, Auto, Manual, Super-Linker, Auto, Manual, Super-Linker, Pressure-Double, Super-Linker, Pressure-Double, Ultra motion, Super End Finisher (the Super Bar re-fills as the Ultra is going on). You must have two full Super Bars, and have done all five End Finishers to get around 70hits. GOOD LUCK!!

Mini-Ultra

At the end of the opponent's first Life Bar, it is possible to do a "Mini-Ultra". Just do the Mini-Ultra Special Move at the end of a Combo, when the opponent's first Life Bar is empty. The only catch is that you need to do at least once End Finisher during the match, before you can do a Mini-Ultra.

Ultimates

To really end the fight with style, try one of your character's two Ultimates. One of these must be done in a Combo, but the other one can be done either in or outside of a Combo (O-Combo Ultimate). To perform an Ultimate, simply do the Ultimate Special Move motion when your opponent is in their flashing red Life Bar.

Stage Knockoffs

In several of the levels, it is possible to knock your opponent off of the level. To do this, you have to do certain End Specials, while standing in a certain location in the level. Some of these include; off of the side of Spinal's ship, off the top of Orchid's Roof, off of Kim Wu's stage and onto the train tracks in Combo's level. There are more, you figure them out!!

Parry

The Parry move is a very effective way to stop an opponent's Top Attack, or standing regular move. To Parry, just press back and hold Quick Punch. Your character will animate quickly in their regular blocking motion to warn your opponent, so be careful. After successfully performing a Parry, you can perform any Opener Special Move, or do one the next two Parry following moves.

Parry Opener

Each character, who can Parry, has an Opener which will hit three times instead of the normal one hit. After performing the Parry, it is possible to do three Auto-Doubles instead of the normal two. For example, it is possible to do the following Combo; Parry triple, Auto, Linker, Auto, Linker, Auto, End Special. If you are really feeling tough, insert some Manual-Doubles after the Auto-Doubles to really make your Combo big!!

Parry Dizzy

After a successful Parry, one of your character's Special Moves will dizzy your opponent. You decide what to do against the opponent while they are dizzy!