Counter Breakers
Even though combo breaking is difficult for the defense, and even though failing a combo breaker attempt leads to good damage on average, the concept of combo breaking is still lacking a key component. There needs to be a looming threat in the background, that even though you’re able to break, there may be times you don’t want to. Killer Instinct allows offense to take total control of any situation if he’s able to successfully make a hard read on a break-happy opponent through the use of a counter breaker.
What should you do when you land a counter breaker? You should immediately transition into your character’s damage loop, which is a fairly easy-to-find 4 second combo that does the most damage. Since heavy auto-doubles do the most damage per second in the game, the combo will likely consist of as many heavy doubles as you can fit in the 4 second window with as little filler as possible between them. Many characters will simply do a heavy auto-double into the light version of their most damaging linker three times, and then perform a damage ender. Some characters may be able to do slightly better than this by utilizing their combo trait (for example, Sabrewulf will use heavy rabid doubles over and over again), and you can always increase the damage if you’re willing to spend some meter. If your character has a very fast shadow linker (like Glacius’ shadow Cold Shoulder), you can use two shadow linkers after a series of heavy auto-doubles to push the damage as high as 70%.
(show combo)
HP auto-double (2 hits)
Light Puddle Punch linker (1 hit)
HP auto-double (2 hits)
Light Puddle Punch linker (1 hit)
HP auto-double (2 hits)
Shadow Cold Shoulder linker (5 hits)
Shadow Cold Shoulder linker (5 hits)
Puddle Punch ender (Level 4 = 4 hits)
(show combo)
Shadow Laser Sword opener (5 hits)
MP auto-double (2 hits)
Heavy Wind Kick linker (3 hits)
HP auto-double (2 hits)
Light Laser Sword linker (1 hit)
Tiger Fury ender (Level 4 = 4 hits)
What should you do if your opponent tried to counter break and you didn’t bite? Well, the first thing you should not do is try to throw them or activate instinct. Because these techniques are executed with LP+LK and HP+HK respectively, the game will likely treat this as an attempt to combo break and you will trigger the counter breaker accidentally. Instead, you should start your punish combo with a high-damaging heavy normal and cancel it into a high-damaging opener (shadow openers work best, if you can spare the meter), then perform a combo as usual. Your opponent will be able to break this combo after the opener if he so chooses, but you can also counter break.
The mind game of when and when not to counter break is very unique to Killer Instinct, and it’s almost like a test of footsies during a combo. You can test your opponent’s reactions and his willingness to commit to high-risk, low-reward options, and vary your combo for a standard lockout or take a hard read for even more reward. You can notice patterns in your opponent, and perform baits of many varieties. For more discussion on this, see the Combo Breaking Strategy section.