Combo Theory


Power of Combos

Through the power of combos you can do some crazy attacks. Here's a pic of a 90 hit combo! (144KB - Crazy4) To a player who can't seem to pull out that combo breaker you have them in your hands. Of course, 90 hit combos are rare, most people can do at least a 9 hit combo or so—20+ with a basic opener and the Ultra. In fact, a lot of KIG is the rock-paper-scissors system to start a combo. Then combo vs. combo breaker. Repeat this until someone's life is all gone. That's the most simplified description of advanced KIG play.

Openers

You must use an opener of some kind to begin a combo. There are many different ways to get an opener:

Almost every special move
Some super moves
Ducking attacks (FK/FP)
Mid-air attacks (Jump kick while opponent is in the air)
Overhead attacks (Back [FP])
Jump kicks
Throws
Parry attacks (Back [QP])

Autodoubles (AD)

The autodouble is a single button press in a combo that adds 2 hits. Whatever the current button is, you just use one power lower. For example, if the current button used was a FP, then use one power lower, a medium attack (MP/MK). If you use a quick (QP/QK) then the AD is a fierce (FP/FK). You can use either a punch or a kick for the AD as long as it is one power lower than what you used first.

Current Button AD Button
QP/QK FP/FK
MP/MK QP/QK
FP/FK MP/MK

Manual Autodoubles (Manual AD)

These special ADs only give you one extra hit per button press. For example, you press FP as a Manual AD you only get one more hit to your combo. Just like the AD Table, there is an order you must follow for the Manual AD

FP/FK ---› MP/MK

Manual ADs can be used after an opener, linker, AD, or as openers but can never be sued right before an AD.


The Linker

A linker "links" moves together in a combo. They are usually special moves. You must do a linker to get to the next AD in your combo sequence. For example: Opener -- AD -- Linker -- AD -- etc. You can't do AD -- AD -- etc. There are Super Linkers, too, that will really make an awesome combo!


Super Linkers

To do a Super Linker you must have the power blocks to do it. Each Super Linker has it's own, unique requirement of power blocks. You can replace any or all of your normal Linkers with Super Linkers to get five hits! To get the really big hit combos you need to use Super Linkers.


Correct Counter Attack (CCA)

After performing a Counter Attack (Back [QP]) you can do the Correct Counter Attack (CCA) and get three hits instead of one. There is only one CCA for each character and it is always one of their special moves. However, you have to do the right Special Move to get the CCA.


Overhead Attack

Every character has an overhead attack that attacks your opponent when they're ducking. Press Back [FP] to perform your character's Overhead Attack. You can do a AD or Special Move and combo off of it.


Air Juggle Combo

You can perform certain, varying, from character to character, moves and specials to keep your opponent in the air and unable to block. Throwing is essential to Air Juggle Combos.


Jump Kicks

You can jump at your opponent and start a combo off of it! Just hit them while they're on the ground and you're coming down from your jump. Then perform an AD and perform any Linkers, Special Move, Enders, etc.


Midair Attacks

These occur when you and your opponent are jumping toward each other and you. You can juggle them with moves for a manual combo. If they jump at you, jump toward them and press FK. Then do your character's Air Juggle Special Move to juggle your opponent and get a combo.


Ducking Attacks

Closeup of Tusk's EyesYou can perform a low, "ducking" attack that opens a chance for your to use a Special Move Opener to begin a combo. To perform a Ducking Attack, press Down [FP], for a low punch, then do a Special Move Opener OR press Down [FK] to do a low kicking attack then an AD off of that. After you do one of these, you can do your combo.


Combo Ender Factor (CEF)

This is an extra hit system. If you end each combo with a different ender, you will get extra hits in your enders. For example, if you do a combo with a particular ender, then do another combo and end it with a different ender, the second ender will give you two hits instead of only one. The third different ender will give you three hits and so on.
The CEF also adds hits to your Ultra Combo. So, say, if you have done three different enders during the match, then do the Ultra, the Ultra move alone will give you 22 hits, plus however many hits you got at the beginning of the combo before the Ultra was started. This is probably the easiest way to get the huge 40+ combos.

Different Combo Ender # # of Hits in Ultra
1 14
2 18
3 22
4 26
5 (your character's Hidden ender) 30

The last CEF, the fifth, can only be achieved if you do your character's Hidden ender. However, this can only be done after you've done all your character's other Enders.


Enders

Enders are certain Special Moves that you perform to finish a combo. To get bigger combos, use the Enders at the end of your combo, obviously, for your combo will end, except for any juggle move you might be able to do, after you do the Ender move.
Remember, the CEF will give your Enders, and Ultra, extra hits.


Super Enders

There are Super Enders just like there are Super Linkers. Super Enders give you about three to five extra hits over a normal Ender. However, Super Enders do drain your Power Meter. However, if you do a Super Ender you can't raise your CEF any higher. But, if you do the Super Ender during the first four hits of your Ultra (before the animation starts to recycle), and you raised your CEF and not doing the Super Ender earlier, you get an additional four extra hits! That Power Meter is precious, so use it wisely.


Slow Motion Combos

Slow Motion Combos are the same as normal combos but the Enders are done in slow motion and just look plain cool! To perform the Slow-Mo you must do the Ender motion twice. For charge characters like Maya, you must (Back) TapToward TapBack and press the appropriate button.


Speed-Up Combos

There are two ways to speed up your combo. First, with Combo Enders, hold the button of the Ender, then do the motion and release the button. Your character will fly through the Ender. Second, the harder way, you must press the AD button immediately as the Opener hits the opponent. Speed up combos are harder to break because there is less time during the moves for your opponent to get the Combo Breaker out, but they're not unbreakable by any means either.


Pressure Combos

Pressure Combos are done by simply doing your character's Pressure Move and doing the proper combo elements. The Pressure Move acts like an opener if you follow it with combo linkers, Ads, etc. Most Pressure Moves are pressing Toward [FP/FK], but not all, and are just a strong two hit move. But when followed by a combo they can be lethal!


Ultra Buffers

I have just heard about these. I don't have any info about them though. Let me know if you do.


Combo Breakers

Jago Combo Breaking GlaciusCombo Breakers are your only defense of getting out of a good thrashing when you're stuck in a combo. They're difficult to do, and even harder to master. Unless you're a super mondo KI guru, there's some luck in it too. To break a combo, you have to perform your character's Combo Breaker Move and press an appropriate button. Most Combo Breaker Moves accept either punch or kicks of any level (quick, medium, or fierce). The trick is which one to use? If your opponent is using a kick on you when you perform the Combo Breaker motion, you have to use a punch, and vice versa if your opponent is using a punch. Combos happen so fast, especially if they're a Speedup Combo, it's hard to tell which button to use. If you play a certain human opponent, they often stick to certain linkers are openers, unless they're real good, and you can just use the button that blocks their favorite move. However, they can always change it up on you too...


Combo Evaluation

Simplest Combos (approx. 6 hits) Opener - AD - Ender
Beginner Combos (approx. 13 hits) Opener - AD - Linker - AD - Ender
Intermediate Combos (approx. 30 hits) Opener - AD - Manual - Manual - Linker - AD - Manual - Manual - Ender
Advanced Combos (approx. 73 hits) Parry - Parry Opener - AD - Manual - Manual - Super Linker - AD - Manual - Manual Super Linker - AD - Manual - Manual - Ender
Master Combos (90+ hits) ?


Master Combos are for the true KI Gold masters. You can add shadow moves in, highest CEF, end with Ultras, etc. If you can achieve one, send me a pic, if possible, and, more importantly, tell me how it's done. -Mufasa

"Hi. I was just reading your site and I have completed two 99 hit combos with Tusk. Unfortunately, I have no picture but I know how to complete this task. It is fairly simple, but difficult at the same time. I started out with pulling off the Jungle Tumble move followed by an Uppercut, and before the opponent hit the ground, used The Web of Death move until the opponent was almost dead, then pulled of [Tusk's] Ultimate Combo. It isn't as exciting as using all the moves, but [it] is cool seeing all the damage you have done. Thanks for all your help and your AWESOME site!!!! It is a real helper!!! Hope this helps you as well. Thank you again."
"I forgot to mention one thing with the combo. I have been playing this game everyday for almost a year and have only pulled this off once. The Ultra Combo takes almost perfect timing. Thank you again."
Missle75