Kenshiro/Combos: Difference between revisions

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| ~D > 236D > air dash j.C > c.D > 236D > high jump j.A > j.B > j.A > j.B > (j.A >) j.D > land~
| ~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.
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. Cannot be used on crouching opponents except Heart, and, if you change the first far D to far C, Rei. This combo works on all characters but can be extremely hard to pull off on Toki.




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===Banishing Strike Combos===
===Banishing Strike Combos===
While they see less use than those of some other characters like Raoh, Kenshiro's Banishing Strike combos are still quite powerful. They generally can be divided into two types: quick 3-star FKO combos, usually done from a hit confirmed 2B with 1.25 or more Boost, and longer wallbounce combos that focus on damage. For the former type of Banishing Strike combo, see the [[Kenshiro/Combos#Fatal_KO_Combos|Fatal KO Combos]] section.


'''Basic Banishing Strike Combo Starter'''
'''Basic Banishing Strike Combo Starter'''
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|}
|}
A useful Banishing Strike combo starter that Requires 1 bar of Boost. It is also possible to Kara Cancel 2D into a Banishing strike from far D like Raoh can, but you need to be extremely close to the opponent for the Banishing Strike to connect, making this method less practical.
A useful Banishing Strike combo starter that Requires 1 bar of Boost. It is also possible to Kara Cancel 2D into a Banishing strike from far D like Raoh can, but you need to be extremely close to the opponent for the Banishing Strike to connect, making this method less practical.
'''Hieiken Wall Combo Starter'''
{| style="width:100%" cellpadding=10 border="1"
| 623B > air dash j.B or j.D > dash D~
|}
While technically not a Banishing Strike combo, Hieiken causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Very position dependent.
'''Ryugekiko Wall Combo Starter'''
{| style="width:100%" cellpadding=10 border="1"
| 214A > (E >) D~
|}
While technically not a Banishing Strike combo, Ryugekiko causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Near the corner it is sometimes possible to follow up without the use of Boost.
'''6B Wall Combo Starter'''
{| style="width:100%" cellpadding=10 border="1"
| 6B(CH) > air dash j.B(+E) > dash D~
|}
While technically not a Banishing Strike combo, 6B causes wall bounce on Counter Hit and can be used to start a wall combo in the same manner as a Banishing Strike. Extremely effective against Guard Cancels, and unlike using Musou Tensei you can simply hold forward and mash B on seeing the Guard Cancel flash.




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| ~c.D > D > 236D > air dash j.A > c.D > D > 236D > [air dash j.C > 236D]x2 > air dash j.D > 236236A
| ~c.D > D > 236D > air dash j.A > c.D > D > 236D > [air dash j.C > 236D]x2 > air dash j.D > 236236A
|}
|}
A basic and very damaging wall combo. Putting a slight delay between some of the inputs so that you hit the opponent as they bounce back off that wall can make it easier to perform.




===Other Basic Combos===
===Other Basic Combos===
'''Midscreen no Gauge Combo'''
'''"Better than Nothing" Combo'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~2D > 623B or 236236A
| ~2D > 623B or 236236A
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'''Corner no Gauge Combo'''
'''2D Grave Shoot Combo'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~2D > AC > D > 236D > high jump~
| ~2D > AC > D > 236D > high jump~
|}
|}
For use in the corner against crouching opponents. Also works midscreen if you Boost the Grave Shoot. Can be difficult to perform on Toki, Jagi, and Mamiya.
For use in the corner against crouching opponents. Also works midscreen if you Boost the Grave Shoot. Can be difficult to perform on Toki, Jagi, and Mamiya.
 
 
'''Anti-air Grave Shoot Combo'''
{| style="width:100%" cellpadding=10 border="1"
| D > AC > D > 236D > high jump~
|}
Used after connecting with far D on an airborne opponent. Depending on the distance you may need to Boost the Grave Shoot in some situations. Can be difficult to perform on Toki, Jagi, and Mamiya.  




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==Other Important Combos==
==Other Important Combos==


'''Quick Overhead Combo'''
'''Quick Overhead'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| Air dash j.B > (j.A >) 2A > 2B~
| Air dash j.B > (j.A >) 2A > 2B~
|}
|}
Insanely fast overhead. Mostly for use in the corner. The j.A is a mixup option that will hit opponents who are expecting you to do an air dash j.B > 2B.




 
'''Quick Overhead Mixup Option #1'''
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| Air dash j.B > j.A > 214A > E > D~
| Air dash j.B > j.A > 214A > 2A > D~
|}
|}
A mixup option for the above pattern. Extremely risky, but effective if used sparsely.




 
'''Quick Overhead Mixup Option #2'''
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| Air dash j.B > j.A > 214A~E > Throw
| Air dash j.B > j.A > 214A~E > Throw
|}
|}
 
Another mixup option. The Shichishiki sound and animation play but you land without the move actually hitting, and quickly perform a throw. Basically impossible to react to unless you know it is coming. Pretty much guaranteed to succeed the first time you do it to an opponent.




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| 6A > 2B+E > c.D~
| 6A > 2B+E > c.D~
|}
|}
Air dash j.B being as effective as it is 6A rarely if ever gets any use, but it can't hurt to have this in your arsenal. Similar to Raoh's 6B > 2B setup, this is extremely difficult to block even when you know it is coming.
'''Raoh, Heart-specific Overhead Setup'''
{| style="width:100%" cellpadding=10 border="1"
| Forward jump j.A > j.B > j.B > j.B > (j.A >) 2B~
|}
A gimmicky but truly unfair setup for use against Raoh and Heart in the corner. The trick is to make your opponent standing guard the first j.A, which you input as soon as possible after jumping. After that they will be hit if they try to switch to low guard, which usually happens after the second or third hit. 





Revision as of 13:40, 14 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

High Jump Combos

Kenshiro's main bread and butters are his high jump combos, nicknamed 'Hebikon' or 'Hebi Combos.' When first learning Kenshiro, practice these first!

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. Cannot be used on crouching opponents except Heart, and, if you change the first far D to far C, Rei. 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

Using Only Aura

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

Using Only Boost

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

Using Boost and Aura

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


Banishing Strike Combos

While they see less use than those of some other characters like Raoh, Kenshiro's Banishing Strike combos are still quite powerful. They generally can be divided into two types: quick 3-star FKO combos, usually done from a hit confirmed 2B with 1.25 or more Boost, and longer wallbounce combos that focus on damage. For the former type of Banishing Strike combo, see the Fatal KO Combos section.

Basic Banishing Strike Combo Starter

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

A useful Banishing Strike combo starter that Requires 1 bar of Boost. It is also possible to Kara Cancel 2D into a Banishing strike from far D like Raoh can, but you need to be extremely close to the opponent for the Banishing Strike to connect, making this method less practical.


Hieiken Wall Combo Starter

623B > air dash j.B or j.D > dash D~

While technically not a Banishing Strike combo, Hieiken causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Very position dependent.


Ryugekiko Wall Combo Starter

214A > (E >) D~

While technically not a Banishing Strike combo, Ryugekiko causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Near the corner it is sometimes possible to follow up without the use of Boost.


6B Wall Combo Starter

6B(CH) > air dash j.B(+E) > dash D~

While technically not a Banishing Strike combo, 6B causes wall bounce on Counter Hit and can be used to start a wall combo in the same manner as a Banishing Strike. Extremely effective against Guard Cancels, and unlike using Musou Tensei you can simply hold forward and mash B on seeing the Guard Cancel flash.


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

A basic and very damaging wall combo. Putting a slight delay between some of the inputs so that you hit the opponent as they bounce back off that wall can make it easier to perform.


Other Basic Combos

"Better than Nothing" Combo

~2D > 623B or 236236A

Used midscreen when comboing into far D isn't possible, ie. against a crouching opponent.


2D Grave Shoot Combo

~2D > AC > D > 236D > high jump~

For use in the corner against crouching opponents. Also works midscreen if you Boost the Grave Shoot. Can be difficult to perform on Toki, Jagi, and Mamiya.


Anti-air Grave Shoot Combo

D > AC > D > 236D > high jump~

Used after connecting with far D on an airborne opponent. Depending on the distance you may need to Boost the Grave Shoot in some situations. Can be difficult to perform on Toki, Jagi, and Mamiya.


Dribble Combos

Throw Combos

Basic Corner Throw

Throw > 2A > D > 236D > high jump combo~

Works against all characters in the corner. Possible to perform midscreen as well with the use of Boost.


Kenshiro, Rei-specific Midscreen Throw #1

Throw > D > 236D > air dash j.D > D > 236D > high jump combo~

For use on Kenshiro and Rei from a midscreen throw. The timing on the first D can be quite difficult but is worth practicing.


Kenshiro, Rei-specific Midscreen Throw #2

Throw > 2A > D > 236D > air dash j.D > D > 236D > air dash j.A > j.D > 623A

Easier to pull off than the above combo, but less flexible.


Midscreen Throw Finisher

Throw > D+E > 236C > 236236A

A 2-star combo for finishing off the opponent from a midscreen throw. Only requires 0.25 Boost.


4-star BD Throw Finisher

BD > 623A > CD+E > c.D+E > D > 236236A

Uses 1 Boost 1 Aura. Corner only. Doesn't work on Mamiya, and can be difficult on Raoh.


4-star BD Throw FKO #1

BD > 623A > CD+E > c.D+E > 236C (> FKO)

Uses just 1.25 Boost! Corner only.


4-star BD Throw FKO #2

BD > 2A > D > 236C+E > CD+E > c.D+E > 623A (> FKO)

Much easier than the above combo, but requires 2 Boost. Corner only.


Fatal KO Combos

Other Important Combos

Quick Overhead

Air dash j.B > (j.A >) 2A > 2B~

Insanely fast overhead. Mostly for use in the corner. The j.A is a mixup option that will hit opponents who are expecting you to do an air dash j.B > 2B.


Quick Overhead Mixup Option #1

Air dash j.B > j.A > 214A > 2A > D~

A mixup option for the above pattern. Extremely risky, but effective if used sparsely.


Quick Overhead Mixup Option #2

Air dash j.B > j.A > 214A~E > Throw

Another mixup option. The Shichishiki sound and animation play but you land without the move actually hitting, and quickly perform a throw. Basically impossible to react to unless you know it is coming. Pretty much guaranteed to succeed the first time you do it to an opponent.


High-low Setup

6A > 2B+E > c.D~

Air dash j.B being as effective as it is 6A rarely if ever gets any use, but it can't hurt to have this in your arsenal. Similar to Raoh's 6B > 2B setup, this is extremely difficult to block even when you know it is coming.


Raoh, Heart-specific Overhead Setup

Forward jump j.A > j.B > j.B > j.B > (j.A >) 2B~

A gimmicky but truly unfair setup for use against Raoh and Heart in the corner. The trick is to make your opponent standing guard the first j.A, which you input as soon as possible after jumping. After that they will be hit if they try to switch to low guard, which usually happens after the second or third hit.


Frequently Asked Questions