Killer Instinct

Killer Instinct

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Killer Instinct Guide
By Moqlnkn
As always, this is a surface-level guide on how to "get good" at Killer Instinct. My website has a much more in-depth mechanical analysis of the game, which can be found here:
https://moqlnkn.wordpress.com/killer-instinct/
   
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Basics
I won't go too in-depth about fighting game fundamentals. There are two characters, and the first player to reduce the opponent character's lifebar to zero wins the match. If time runs out, the player whose character has the greatest amount of life remaining wins the match.

You WILL need to understand basic frame data concepts. Killer Instinct is not an easy game to understand. Read this: <Frame Data Concepts[docs.google.com]>

You will also need to understand Numpad Notation, because it's what I use for every fighting game. Read this: <Numpad Notation[docs.google.com]>

If you would like to know each individual character's frame data, read this: <KI Frame Data[docs.google.com]>

Finally, I have a "Misc Data" spreadsheet that I'm positive you'll find very useful when learning each character: <Misc Data[docs.google.com]>
Killer Instinct Basics
Hold left [4] or right [6] to walk in that direction.

Hold up [8] or an upward diagonal [7/9] to jump in one of three directions. Be aware that most characters are very vulnerable while airborne.

Hold down [2] or a downward diagonal [1/3] to crouch. This can avoid certain attacks, but prevents you from moving.

Double-tap left or right to dash in that direction. Backdashes are briefly invincible during startup. Dashing is much faster than walking, but you'll be committed to the dash for a certain length of time, which the opponent can punish.

There are six attack buttons: Light/Medium/Heavy Punch/Kick, just like Street Fighter games. These attacks will change based on your character's state (standing/crouching/jumping), meaning every character has at least 18 Normals.

In addition to these 18 Normals is a unique Command List for every character, including Command Normals, Specials, and Shadows. Each character may also have a page describing their unique mechanics, if they have any; however, keep in mind that the built-in display for data is very outdated, so use the frame data I linked in the previous section, not the in-game data. Also keep in mind that the things I put here apply to MOST characters - I will not be listing every single character-specific exception.

To block attacks, hold back [4] or down-back [1]. "Low" attacks MUST be blocked while crouching [1], and "Overhead" attacks MUST be blocked while standing [4]. Throw attacks cannot be blocked, but also cannot hit jumping opponents.

Every character can Throw by pressing [LPLK], and throw the other direction by pressing [4LPLK]. These Throws can be Broken by pressing [LPLK] right as they connect, resetting both characters to a neutral position. Keep in mind that the throw-break window in Killer Instinct is much shorter than most fighting games. Many characters have Command Throws in their Command List which cannot be Broken; they must be avoided by jumping, backdashing, etc.

You can cancel your attacks upwards in this heirarchy:
Normal >> Special >> Shadow
And you're allowed to skip straight from Normal to Shadow. Additionally, many Light Normals can "Chain" into themselves. Cancels and Chains are (usually) only possible if the first attack connects; if it whiffs, it is not possible.

Specials deal a small amount of chip damage when blocked.

Some attacks, usually Specials, have Armor. Hitting an opponent while they are Armored will not put them in Hitstun, and their attack will continue as if they were invincible, displaying a green spark; however, they still take damage, and Grounded Heavy Normals ignore Armor.
The Meters
There are two resources to manage: Shadow and Instinct.

The purple bar at the bottom of the screen is the Shadow Meter. It starts empty and fills up to 2 stocks as both players attack each other. You can spend 1 stock to perform a Shadow Move, or Shadow Counter.

Shadow Moves are powered-up versions of your Specials, performed by pressing two buttons instead of one. The screen briefly freezes when a Shadow is performed, giving both players time to react to the situation. Just like Specials, these deal chip damage when blocked.

While blocking, press [MPMK] to attempt a Shadow Counter. Your character will enter a parry stance for a brief window, then do a slow and vulnerable recovery. If the opponent strikes you during the parry stance, you will Shadow Counter, automatically performing a Shadow Move at no additional cost. There are several attacks in the game that are specifically designed to be Shadow Countered, such as Jago's [6HK], a plus-on-block but two-hitting roundhouse kick. You can also Shadow Counter most Shadow Moves, since they hit five times. Be careful, though; Shadow Counters are not invincible, meaning that you'll usually have to Shadow Counter on exactly the 4th hit of the Shadow Move, causing the last hit to trigger the parry. Additionally, Throws cannot be Shadow Countered.

The yellow bar near your health bar is the Instinct Meter. This starts empty and builds as you take damage. When it's full, press [HPHK] to activate Instinct for several seconds, gaining a set of buffs unique to the character. When Instinct Mode ends, the bar empties. You can cancel ANY attack into Instinct Activation except for Throws. This includes invincible Shoryuken-style moves, and moves that can normally be Shadow Countered, and there is no downside to doing so. Additionally, there is NO recovery time, so you get to act instantly after the screen freeze.
Combos (The Essentials)
Once you hit the opponent, the Combo will "Open," and all your attacks change. For example, Hisako's [214P] command grab becomes a multi-hitting Linker. Additionally, all attacks between the Opener and Ender can be Broken, allowing the opponent to escape if they know which attack you're doing. This is what makes Killer Instinct drastically different from other fighting games. However, before I get into the specifics, here's a cheat sheet:

Opener -> Linker / Double / Shadow Linker
Linker -> Double / Manual / Shadow Linker / Ender
Double -> Linker / Manual / Shadow Linker / Ender

OPENERS
Most jumping attacks and many Specials are Openers. Or, if you don't use an Opener, the combo automatically Opens after 3 attacks. After an Opener, you can cancel into a Linker, Double, or Shadow Linker, if the Opener attack is cancelable. Alternately, you can choose to NOT cancel the Opener, and time a Manual, which retains its out-of-combo canceling properties. Everything after the Opener is Breakable, except for projectiles and Enders.

DOUBLES
Canceling into a Normal attack will instead perform an Auto-Double. These attacks hit twice, giving the opponent time to react to the attack you're doing, although Light Auto Doubles are usually too fast to see in time. Doubles can be canceled into Linkers, Shadow Linkers, or Enders. Alternately, in certain situations, you can attempt a Manual.

LINKERS
Canceling into a Special attack will instead perform a Linker. These attacks hit 1/2/3 times, based on the strength used; however, to input a Heavy Linker, you do NOT press [HP] or [HK], but instead press either of the other two buttons and hold it down. This is because the heavy buttons trigger Enders. Different Special Moves will have different Linker properties, such as increased damage or increased wall carry. Some Specials do not have Linker versions, and will always perform an Ender regardless of which button is pressed. Linkers are much harder to react to than Doubles, but it is still possible to Break them on reaction by looking at the character's hitstun animation. Linkers can be canceled into Doubles, Shadow Linkers, or Enders. Additionally, you can always perform a Manual after a Linker.

KV GAUGE
You could theoretically loop Opener > Double > Linker > Double > Linker > etc... forever, except for the KV Gauge and Combo Breakers. As you hit the opponent during one combo, the KV Gauge increases. Once the gauge is at 100 or higher, the next attack will cause a Blowout, ending the combo instantly. In 99% of cases, you NEVER want to cause a Blowout, and instead want to use an Ender. Shadow Moves and Enders will never cause Blowouts. Additionally, activating Instinct immediately resets the KV Gauge to zero.

C-C-C-COMBO BREAKER!
While getting hit, you can press both lights, or both mediums, or both heavies to Break out of the combo. All Doubles, Linkers, and Manuals can be broken by pressing the buttons of the correct strength. After a Combo Breaker, both characters fly away from each other, and the positioning is reset. Projectiles, Enders, and Command Throws are not Breakable.

LOCKOUTS
If you fail in your Combo Breaker, you are Locked Out for 3 seconds, or until the combo ends. This can occur because you pressed the wrong buttons, or because you timed them wrong. During this time, you cannot even attempt a Combo Breaker, and the opponent gets to do their most-damaging combo without fear of being Broken. The game will display one of four symbols based on why you Locked Out; "L", "M", "H", or a gray clock icon.

C-C-C-C-COUNTER B-B-BREAKER!!!
Pressing [MPMK] in the middle of your combo will attempt a Counter Breaker. If the opponent attempts a Combo Breaker immediately after your Counter Breaker, then the Counter Breaker triggers, giving you a 100% guaranteed combo for 4 seconds and empty KV Gauge. If they do NOT attempt a Combo Breaker, then your character stands there like an idiot, and they can always punish your Counter Breaker with a combo of their own.

ENDERS
As you hit the opponent, a portion of the damage you deal is converted into "Potential" damage, indicated by the blinking white portion on their health bar. This is not real damage yet; however, it all gets converted into real damage as soon as you perform an Ender.

OPENER ENDER
You MUST perform at LEAST one Breakable attack in order to Cash Out the opponent's Potential Damage. If you go straight from Opener to Ender, not only do they keep their Potential Damage, but they can also Break the Ender for free.
Combo Variety
MANUALS
Manuals are performed by NOT canceling into an attack during combos. They also occur if the opponent has left the ground, and you're doing a Juggle combo. These feel similar to "link" combos from other fighting games, where you have to wait for the first attack to finish before performing the second attack. Just like those games, Manuals are much harder to perform, requiring stricter timing, but they are also harder to Break on reaction. The window to Break is also drastically reduced, requiring tight timing from both players. They are also more limited in a variety of ways, but you'll have to read my website to learn the specifics.

SHADOW MOVES
Every Shadow Move will either act as a Linker or Ender during combos, with no overlap. Projectiles are still "Openers," indicating they are unbreakable. You can Break Shadow Linkers, but the rules change. Instead of guessing between the three different button strengths, you must instead choose to Break at least 3 of the 5 hits. The announcer shouts very loudly with each Break, which makes Counter Breakers very enticing.

ENDER TYPES
Different Specials will have different Ender properties, similar to Linkers. These include Shadow Meter buildup, Wall Splats, Hard Knockdowns, and raw Damage. Additionally, there is an "Ender Level" displayed below the KV Gauge that maxes out at Level 4, and the strength of the Ender increases with each.

ULTRA COMBOS
Your character's Ultra Combo is an Ender which can only be performed if the opponent is in "Danger!" i.e. below 15% life. Simply performing an Ultra immediately ends the match with you as the winner, even if you go straight into it after an Opener. You can also press [MPMK] to end the Ultra animation early, instead of watching the full thing.

RECAPTURES
Certain characters can Recapture an opponent. This simply takes a Juggled opponent and converts the combo into a regular grounded combo. This can only occur once per combo, though.

STAGGERS
Certain characters can Stagger the opponent. This is the same as regular Hitstun, except Throws are possible (and the basic Throws are still Breakable). All Wall Splat Enders cause a Stagger if the opponent hits the wall.

ALTERNATE INPUTS (PAD PLAYERS)
Right Stick Up = [HPHK]
Right Stick Left/Right = [MPMK]
Right Stick Down = [LPLK]


ALTERNATE INPUTS (STICK PLAYERS)
[MPLK] = [MPMK]
[HPLK] = [HPHK]
5 Comments
4-happy 13 Apr @ 11:36pm 
Hello, I'm a player from China. I really like this game. Thank you for your article.How do I unlock the third "?" in the story mode?
TNSire 6 Jan @ 7:07am 
Okay, I just wanted to make sure since I am using a controller instead of a keyboard.

Thank you though! :)
Moqlnkn  [author] 1 Jan @ 11:49pm 
No, "Numpad Notation" is simply a way of quickly writing attack inputs. For example, Jago's overhead is "forward plus heavy punch" in full English, but simply "6HP" using Numpad Notation. In this case, 6 means "forward." You can quickly see which number represents which direction by looking at the numpad on your keyboard - 6 is to the right of the middle 5, so it means forward - but having a numpad is not necessary.
TNSire 30 Dec, 2024 @ 5:59pm 
Is this for people using the keyboard? Sorry because I saw the word Num-pad and I am guessing that means the numbers on the keyboard. Correct me if I am wrong though, thank you! :)
crackshot 9 Sep, 2024 @ 3:45pm 
ULTRA!