Combos
Auto-Doubles
An auto-doubleAlso called autos, doubles, or ADs for short. is a two-hit normal activated by a single button press. It is aptly named, since you automatically get two hits for each button you press. It is only available while the combo system is activated, so auto-doubles cannot be done until an opener has started a combo, and you can only perform auto-doubles if your opponent is grounded.
An important thing to realize is how early the button must be pressed to trigger an auto-double. You must input the button before the active frames of the move preceding the auto-double are completed. You are effectively normal canceling a special move. Many SFIV veterans will initially input auto-doubles too slow because their muscle memories are trained to not press buttons until a special move is finished. Just like how normals are special-cancelable, it really helps to think of specials as normal-cancelable within a combo sequence.
Heavy auto-doubles are also slow and each hit delivers an audible “thunk” that will become easier to recognize as you play more matches. They are the easiest to identify by their slow, deliberate pace, the “thunk-thunk” audio cue, and often very exaggerated animations. Medium auto-doubles are slightly faster than heavies and the audio cue is a little more subtle, although they can often look like heavies in the pace of a match. Light auto-doubles are very fast, and the faster sound effect feels more like a soft “pat” for each hit. As a defender, you will have to learn how to recognize auto-doubles based on audio cues, visual cues, player habits, or most likely a combination of all three. We will discuss this topic in the Combo Breakers section.
Lastly, auto-doubles only trigger if the previous move hit. This means if your opener missed or was blocked, pressing a button for an auto-double will do nothing. This is one of Killer Instinct's primary option selectsAn option select (or OS) is a technique where the same sequence of commands can trigger different outcomes depending on how the characters are interacting. Good option selects allow a player to think about fewer options at once, because the game will select the option that is favorable to them.; after each opener, you should input a follow-up of your choosing regardless of whether you expect the opener to hit. If the opener hits, you will continue with your combo, and on block, the game will ignore your input. It's a good way to lessen the effort required for starting combos off openings in the mid-range, but be sure to switch between auto-double buttons on occasion, or you will become predictable and easy to counter.
So, what happens if you input another special move after this auto-double?
Linkers
A linker is just a fancy name for a special move that continues the combo sequence. Linkers are special-canceled from normals in a combo sequence, such as the second hit of an auto-double, but not every special move can be used as a linker; most of them will tend to keep the opponent grounded, just like an opener. In fact, if a special move is an opener, there’s a very good chance it can also be a linker, and vice versa. However, it is very important to note that a special move used as a linker has different properties and often different animations than the same special move used as an opener. Once you've entered the combo system, your buttons all do different things.
So, you’ve done an opener, then canceled the opener into an auto-double, then canceled the auto-double into a linker. What now?