Combos
Enders
You remove all white life your opponent has when you perform an ender. An ender is a special move you execute with HP or HK, and it can be input at any time during the combo sequence. To help indicate an ender, you’ll notice the camera changing angles slightly to punctuate the action. Every special move that can hit the opponent has an ender version, although the special moves that cannot be used as linkers will always become enders, regardless of what button you pressed. For example, Jago’s Tiger Fury uppercut is never a linker, so performing it mid-combo with any punch button always triggers an ender. If, however, you want the ender version of Wind Kick, normally a linker, you must execute the move with HK.
Also, each special move ender has a different property which distinguishes them from each other. Why would you use one ender over another if they all remove white life? Well, it’s because you might want to apply different beneficial properties given the state of the match. Here’s a short list of how enders can be classified; keep in mind that not all characters will have an ender of each type. Hover over the ender name to see a complete list of enders of that type.
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Battery ender
Jago: Endokuken
Sabrewulf: (none)
Glacius: Shatter
Thunder: Ankle Slicer
Sadira: (none)
Orchid: (none)
Spinal: Searing Skull (grants skulls instead of shadow meter)
Fulgore: (none)
TJ Combo: Tremor
Maya: (none)
Kan-Ra: Swarm (summons a free Shadow Swarm)
Riptor: (none)
: Builds extra shadow meter, often as much as a full stock, or grants some other resource. Useful when you find yourself starved for meter, or when you are comboing your opponent between rounds and do not need other properties. -
Damage ender
Jago: Tiger Fury, Shadow Tiger Fury
Sabrewulf: Eclipse, Shadow Eclipse
Glacius: Puddle Punch, Shadow Puddle Punch, Shadow Shatter
Thunder: Call of the Earth, Shadow Call of the Earth, Shadow Sammamish
Sadira: Shadow Recluse
Orchid: Air Buster, Shadow Upper Firecat
Spinal: Skeleport, Shadow Skeleport
Fulgore: Plasma Slice, Shadow Plasma Slice
TJ Combo: Auto-Barrage (use all 6 buttons in a row)
Maya: Spirit Strike
Kan-Ra: Clutch, Shadow Clutch
Riptor: Talon Rake
: Does extra damage. Excellent for closing out a round or making a comeback, and a great default ender when you're unsure which to use. -
Carry/Wall Splat ender
Jago: Wind Kick
Sabrewulf: Ragged Edge
Glacius: Cold Shoulder
Thunder: Triplax
Sadira: (none)
Orchid: Blockade Runner
Spinal: Boneshaker
Fulgore: Blade Dash
TJ Combo: Powerline, Shadow Powerline
Maya: (none)
Kan-Ra: Whirl
Riptor: Shoulder Charge
: Pushes the opponent away from you. When near the corner, slams the opponent into the stage boundary; the offense recovers first and can land an extra hit, including a throwThis is the only time in the game you are allowed to perform a standard throw on someone in hit stun. The throw can be teched using LP+LK, almost like a combo breaker for throws.. -
Launcher ender
Jago: Laser Sword
Sabrewulf: Running Uppercut
Glacius: (none)
Thunder: Sammamish
Sadira: Blade Demon
Orchid: Ichi Ni San
Spinal: Soul Sword
Fulgore: Eye Laser, Energy Bolt
TJ Combo: Vortex, Shadow Vortex
Maya: (none)
Kan-Ra: Spike
Riptor: (none) : Launches the opponent high into the air. Some characters, like Spinal and Orchid, get to follow up with unbreakable damage, making it a way to extend combos risk-free. -
Exchange Launcher ender
Jago: (none)
Sabrewulf: (none)
Glacius: (none)
Thunder: (none)
Sadira: Recluse, Shadow Recluse
Orchid: Flick Flack
Spinal: (none)
Fulgore: (none)
TJ Combo: Flying Knee (switches sides without launch)
Maya: Leap Kick
Kan-Ra: (none)
Riptor: (none) : Launches the opponent over your head, switching sides. Similar in application to a launcher ender. Useful for some characters to get extra damage, like Maya and Sadira. -
Ground Bounce ender
Jago: (none)
Sabrewulf: (none)
Glacius: Hail
Thunder: Shadow Call of the Earth (also damage ender)
Sadira: (none)
Orchid: (none)
Spinal: (none)
Fulgore: (none)
TJ Combo: (none)
Maya: (none)
Kan-Ra: (none)
Riptor: Clever Girl, Shadow Clever Girl
: Bounces the opponent off the ground and into the air. Another uncommon variation on the launcher ender. Some characters, like Glacius, get to set up mixups. -
Hard Knockdown ender
Jago: (none)
Sabrewulf: (none)
Glacius: (none)
Thunder: (none)
Sadira: (none)
Orchid: (none)
Spinal: (none)
Fulgore: (none)
TJ Combo: (none)
Maya: Tumble Kick
Kan-Ra: (none)
Riptor: Tail Flip
: Causes a hard knockdown with no other extra property. Allows characters to set up a guaranteed mixup over the knocked-down opponent. Very uncommon.
KV Meter
The KV meterKV stands for Knockdown Value. is a red bar underneath your combo counter. When you start a combo, the meter starts empty and slowly fills as you perform hits. When the bar reaches 100 or higher, the next hit with a non-ender normal or special will cause a blow out; your opponent will enter an invincible spinning state and incur a soft knockdown. Because you did not perform an ender, your opponent’s white life will remain and begin regenerating. Throws and shadow moves cannot cause a blow out, however, which can lead to some extra damage after the opponent has reached 100 KV in some situations. Enders that allow for grounded follow-up hits, like wall splat enders, will add a lot of KV to your combo, which will likely cause your next hit to blow out.
In general, light attacks build a lot of KV, while heavy attacks build little. The implication of this is that combos involving lots of light moves, which are difficult for the defender to combo break, will reach the KV limit faster and therefore must be shorter. Alternatively, lots of heavy attacks will let you extend the combo longer, but they are much easier to defend against. Shadow moves do not build any KV, which means you can use them at any time without worry. Lastly, activating instinct or counter-breaking will reset the KV meter to 0, no matter the stage of your combo. This can allow for some very high damage combos if the defense becomes predictable.
It’s difficult at first to keep an eye on your KV while comboing, which means it’s common to switch to a light attack unexpectedly and blow out the KV meter. It pays to go into training mode and get a sense of roughly how the KV meter builds, and use an ender before it reaches 100. Practice switching the strengths of your auto-doubles and linkers mid combo and learn to evaluate each move's impact on the KV meter.
Ender Level
The ender level powers up your ender; whatever property that is applied by the ender of your choosing will be amplified. If you finish a combo with the ender level at 1 with the battery ender, you will likely only build about 25% of one stock of shadow meter, but if you finish with level 4, you could build more than a full stock. If you choose the damage ender, you will do extra damage proportional to your ender level. If you use a launcher ender, you will launch your opponent higher, allowing for more follow-ups than with a lower ender level. Your character will also perform a different animation depending on the ender level; typically a 1-hit version for level 1, up to a stylish 4-hit version for level 4.
(show combo)
Light Eye Laser opener (1 hit)
Heavy Blade Dash linker (3 hits)
Shadow Blade Dash linker (5 hits)
MP auto-double (2 hits)
Medium Eye Laser linker (2 hits)
--- RESET ---
Back+HP command normal (1 hit)
Light Eye Laser opener (1 hit)
MK auto-double (2 hits)
Shadow Plasma Slice ender (5 hits)
The last important thing to note is that shadow enders give you a +1 level bonus to your ender level. This means that you can build a combo to level 3, but end the combo with a shadow ender and earn the bonuses of a level 4 ender. It also means that you can achieve a level 5 bonus, normally impossible, by building the level ender to 4 and performing a shadow ender. If your shadow ender is also a damage ender, this is a frightening amount of damage.
Ultra Combos
+ 3 Kicks. (sound)
Ultra combos will trigger a long, cinematic sequence of automated attacks, which will rapidly fill your shadow meter to maximum and finish with a giant crescendo set to music. In a nice aesthetic touch, each stage has a different set of instruments used to add flavor to these automated hits, and each fighter performs his combo with a different cadence, creating a variety of unique songs for each character. Since ultra combos have real strategic uses in fights, but are often quite long to finish, you can press MP+MK at any time during the ultra to perform an ultra ender, which ends the ultra early with one strong cinematic blow and lets you get to the next fight quickly.
Summary
There has been a lot of words in the Combos section until now, but the basic Killer Instinct combo is pretty straightforward. At its core, you start with an opener; perhaps you do it raw, like a jump-in, or maybe you special cancel into one, and then start alternating between normals and special moves repeatedly until your KV runs out. You might throw a shadow move in there somewhere, and then you'll finish the combo with a HP or HK special move. If you don't learn anything about combos besides these simple tenets, you can enjoy and understand a large percentage of Killer Instinct matches.
There's one final, slightly more advanced technique that needs to be discussed, however.