Kenshiro/Combos: Difference between revisions

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==Basic Combos==
==Basic Combos==
'''Hebi Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~D > 236D > air dash j.C > c.D > 236D > high jump j.A > j.B > j.A > j.B > (j.A >) j.D > land~
|}
Kenshiro's most basic and often-used combo. The last j.A will miss if the opponent is too high in the air, and thus must be left out in some situations. The air dash j.C can be changed to j.D, or replaced with forward jump j.C > slight delay j.D if you find it difficult to perform. This combo works on all characters but can be extremely hard to pull off on Toki.
'''Toki-specific Hebi Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~D > 236D > forward jump j.C > slight delay j.D > c.D > 236D > forward jump j.A > j.B > j.A > j.D > land~
|}
A modified version of the above combo for use on Toki. The opponent doesn't bounce as high, so some finishing options, like 236C, are harder to connect with.
After landing Kenshiro has many options for ending the combo. The most basic of these are:
'''No gauge'''
{| style="width:100%" cellpadding=10 border="1"
| ~CD or ~236C or ~FKO
|}
'''Aura'''
{| style="width:100%" cellpadding=10 border="1"
| ~236236A > 623A or ~236236A > FKO
|}
'''Boost'''
{| style="width:100%" cellpadding=10 border="1"
| ~CD > 236C+E > 623A+E > E > FKO
|}
'''Boost & Aura'''
{| style="width:100%" cellpadding=10 border="1"
| ~CD > 236C+E > 236236A+E
|}


==Banishing Strike Combos==
==Banishing Strike Combos==
'''Basic Banishing Strike Combo Starter'''
{| style="width:100%" cellpadding=10 border="1"
| ~2B > 236C~E > CD+E > 6~
|}
A useful Banishing Strike combo starter that Requires 1 bar of Boost. Although it is possible to Kara Cancel 2D into a Banishing strike from far D like Raoh can, you need to be extremely close to the opponent for the Banishing Strike to connect.
'''Basic Wall Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~c.D > D > 236D > air dash j.A > c.D > D > 236D > [air dash j.C > 236D]x2 > air dash j.D > 236236A
|}


==Dribble Combos==
==Dribble Combos==

Revision as of 20:40, 12 February 2013

This page covers Kenshiro's combos. Before diving right in, be sure to familiarize yourself with Kenshiro's special moves and important normal moves.


Basic Combos

Hebi Combo

~D > 236D > air dash j.C > c.D > 236D > high jump j.A > j.B > j.A > j.B > (j.A >) j.D > land~

Kenshiro's most basic and often-used combo. The last j.A will miss if the opponent is too high in the air, and thus must be left out in some situations. The air dash j.C can be changed to j.D, or replaced with forward jump j.C > slight delay j.D if you find it difficult to perform. This combo works on all characters but can be extremely hard to pull off on Toki.


Toki-specific Hebi Combo

~D > 236D > forward jump j.C > slight delay j.D > c.D > 236D > forward jump j.A > j.B > j.A > j.D > land~

A modified version of the above combo for use on Toki. The opponent doesn't bounce as high, so some finishing options, like 236C, are harder to connect with.


After landing Kenshiro has many options for ending the combo. The most basic of these are:

No gauge

~CD or ~236C or ~FKO

Aura

~236236A > 623A or ~236236A > FKO

Boost

~CD > 236C+E > 623A+E > E > FKO

Boost & Aura

~CD > 236C+E > 236236A+E


Banishing Strike Combos

Basic Banishing Strike Combo Starter

~2B > 236C~E > CD+E > 6~

A useful Banishing Strike combo starter that Requires 1 bar of Boost. Although it is possible to Kara Cancel 2D into a Banishing strike from far D like Raoh can, you need to be extremely close to the opponent for the Banishing Strike to connect.


Basic Wall Combo

~c.D > D > 236D > air dash j.A > c.D > D > 236D > [air dash j.C > 236D]x2 > air dash j.D > 236236A


Dribble Combos

Throw Combos

Fatal KO Combos

Other Important Combos

Frequently Asked Questions