GUIDE NAVIGATION: Introduction | Basic Game Systems - Part 1 | Basic Game Systems - Part 2 | Characters

It hasn't been that long since Killer Instinct for the Xbox One was announced. However, since that time the game has seen considerable change. Many new gameplay mechanics were added for the Evolution 2013 and San Diego Comic-Con build, and even more changes were made for the Gamescom build.

This guide is designed to make it easier for PAX Prime attendees to get the most out of their short time with the Gamescom build that will be playable in Seattle next week. You won't find everything there is to know about the game, but you'll learn enough to get you started and hopefully enjoy the game a little more during  PAX Prime. If you'd like a more detailed look at the characters, check out our breakdowns for Jago, Glacius, and Sabrewulf based on the Evo build, or our quick look at Chief Thunder's reveal video.

Note: Everything in this mini-guide is based on first-hand play time with the E3 and Evo builds, and second-hand information from the Gamescom build. All information is subject to change.


If you're familiar with traditional Street Fighter controls, it will not be difficult to learn Killer Instinct's controls. The control layout is identical to SF, with three punches and three kicks serving as the primary attack buttons. At E3, every Killer Instinct setup was accompanied by two Mad Catz Arcade FightStick TE2s. For the time being, let's assume that will be the case at Evo as well.

While you can change the button configuration, this was the default button layout at E3:


B = Back
F = Forward
U = Up
D = Down

QCF = Quarter-Circle Forward = Down to Forward
QCB = Quarter-Circle Back = Down to Back
DP = Dragon Punch Motion = Forward, then Down to Forward

LP = Light Punch
MP = Medium Punch
HK = Heavy Punch

LK = Light Kick
MK = Medium Kick
HK = Heavy Kick

PPP = All Three Punches
KKK = All Three Kicks


GUIDE NAVIGATION: Introduction | Basic Game Systems - Part 1 | Basic Game Systems - Part 2 | Characters