Counter Breakers
Even though combo breaking is difficult and risky 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. If an offensive player in Killer Instinct predicts a combo break attempt, he can take full control of the situation by using 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. I've outlined each character's maximum damage counter breaker combos on the individual character pages, so make sure you are not leaving any free damage on the table. 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 heavy auto-doubles followed by light linkers for as long as possible, and then perform a damage ender. Some characters may be able to do slightly better than this by utilizing their combo trait (for example, Jago can use around the world to keep damage high while also increasing his instinct gauge), and you can always increase the damage if you’re willing to spend some shadow 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 fall for it? You need to make it hurt. If possible, try to avoid doing low-damage punishes, like a throw. Not only will your opponent get off the hook by taking a big risk without being punished for much damage, but throws are also performed with LP+LK, which the game might interpret as a break attempt if you enter it too quickly, which could 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 chooses to take the risk and predicts correctly, but you can also counter break or deliver very high damage if he locks out.
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.