To do the Air Double, you must hit your opponent out of the air with a basic jumping attack(the auto-double rules apply here.) Hitting your opponent with two projectiles(a slow followed by a fast, or a bolt followed by a beam for Fulgore) will cause a knockdown.
Unlike the standing manual double system, these vary for everyone. The Ultimates follow the same rules as the Ultra, except you can do the first one out of one as well(and the opponent can block it!) Linked Attacks are like the traditional chain attacks that have to be timed to combo.
Must have done at least one end special beforehand. First Round Ultra Combo: Must be done in a combo that just erased the first(green) lifebar.
Conversely, if you are being Ultra'ed, you can use the UB to break out of it like a combo breaker. During the first few frames of the UC, doing the Ultra Bonus Add-On will add hits in the end. It will add 14,18,22,26,or 30 hits depending on the number different end specials you did during the match. The move is B+1 and will counter the following moves: Standing 2/3/5/6 Combo's SkullCrush Tusk's BackStab Linked buttons for all characters: 3/6 > 2/5 The following openers will end, not link a combo: Jago/Orchid Slide w/6 Spinal's Sword Skrape Gargos' Shoulder and Leapfrog Ultra Combo: Can only be done when opponents lifebar is flashing red and in a combo.
Autodoubles are the easiest to break, manuals much harder! Everyone except Spinal and Gargos can parry. Do the motion with punch(1/2/3) if they used kick(4/5/6) and vice versa. YES NO2 or 5 1 or 4 1 or 4 3 or 6 Combo Breakers can be done while you are being comboed.