Glacius shows the difference in timing between HP auto-doubles and HP manuals. Both combos press the same buttons but with different timing; manuals must wait for the linker to fully recover.
Auto-doubles are canceled from linkers, while linkers are canceled from auto-doubles, and openers can be canceled into both. Modern Street Fighter games, meanwhile, consist of combos that are largely about links Two moves will link together if you are able to fully recover after executing one move and still connect another move before your opponent leaves hitstun.
Cancels will remove the recovery of the first move and transition seamlessly into the second move, whereas links require you to wait until the first move is fully complete. Manuals are simply a normal attack executed with link timing , virtually always after an opener or a linker.
Barring some character-specific exceptions typically saved for combo video fare, manuals can replace auto-doubles in the combo sequence; any time you do an auto-double, you could have chosen to do a manual instead, and manuals are cancelable into linkers just like auto-doubles. Unlike auto-doubles, you do not get a two-hit version of your normal.
Instead, you will get the version that your character would normally perform in the neutral game. Apart from two-hit command normals, this means manuals are distinguished from auto-doubles because manuals hit only once , and they will appear very delayed.
Advanced players will mix and match auto-doubles and manuals throughout a long combo to keep the opponent guessing.
It's very crucial to note that the existence of manuals does not fundamentally change the combo system as it's been described so far.
The thought of constantly performing normals into specials and back again is very much unchanged; manuals simply give you a choice to perform a 2-hit normal by pressing the button early, or a 1-hit normal by pressing the button late with good timing.
You must still alternate between normals auto-doubles or manuals, your choice and specials linkers to perform combos in KI, so it's best to think of this addition as a very small wrinkle in the strategy, rather than an overhaul of the system. You must wait until the end of the linker to attempt a manual, and the window is much smaller than an auto-double.
Nintendo SNES Killer Instinct
Some manuals are tight enough to be 1-frame links The tightest possible timing for a link. An important thing to realize is that Killer Instinct places restrictions on manuals after linkers. If you execute a linker of a particular strength, you will only be able to follow it up with a manual of the same strength or lower.
This means that light linkers only can be followed by LP or LK manuals, while heavy linkers can be followed by any manual.
It's not a fighting game without exceptions.
Attempting the strongest possible manual allowed after a linker is usually pretty tight; light linker into light manual is often a 1-frame link, while heavy linker into heavy manual is usually no harder than a 2-frame link.
Meanwhile, attempting a lower strength manual is usually quite easy; heavy linker into light manual can have a 6-frame window or more. Manuals after shadow linkers are not restricted, and slow heavy manuals are usually possible after openers, although this is character dependent. Jago performs a combo that mixes auto-doubles and manuals, including manuals after an opener and a shadow linker.
Can you identify the pieces? It will measure how many frames a move has on startup and recovery, as well as how advantaged you are if your move hits or is blocked.
Moves that leave you heavily advantaged on hit are prime candidates for manual follow-ups. KI's training mode shows you the frame data for every move.
Let's get started.
To allow links to be possible, Killer Instinct has a special move-dependent buffer window which allows a normal attack to execute slightly before the linker fully recovers; for most linkers, experimentation has shown this window to be about 5 frames, although some linkers adjust this window slightly in order to better enforce the manual limitation system. Simply remembering the manual restriction rule is enough; light linkers lead to light manuals, medium linkers lead to medium or light manuals, and heavy linkers lead to all three manuals.
The frame data has been carefully constructed to make these rules always true. Auto-doubles do more damage : Because an auto-double is two hits while a manual is most often one, auto-doubles will do more damage.
If your opponent is locked out from a missed combo breaker , you should never be using manuals to perform a max damage combo.
Killer Instinct Arcade Hardware ROMs
Auto-doubles also do more white damage, which means they raise the ender level faster, but they also raise the KV meter faster. Manuals are considerably more difficult to combo break : This is the main benefit that manuals provide; if combo breakers did not exist, manuals would not serve much purpose.
This will be covered a bit more in-depth in the Combo Breakers section, but the window for breaking a manual is much less than an auto-double, and you are given much less of a visual cue. The window is small enough that breaking a manual requires a guess, instead of a reaction.
Manuals require more difficult execution : The window for inputting manuals is considerably shorter than any auto-double window, so bringing manuals into your game will require some practice. If he is expecting a manual but you do an auto-double instead, he may become confused at the varying pace of your combo and miss an opportunity.
Killer Instinct (SNES) - Guía Movimientos Finales
Manuals have restrictions : Because breaking manuals is so difficult, the strength of manual you can perform is directly related to the linker that preceded it, which can lead to some predictable offense at times. Good players will understand the strengths and weaknesses of both auto-doubles and manuals and use both regularly to keep their offense unpredictable and strong.