Kenshiro/Combos: Difference between revisions

From SuperCombo Wiki
No edit summary
mNo edit summary
Line 4: Line 4:
==Basic Combos==
==Basic Combos==


'''Midscreen no Gauge Combo'''
===High Jump Combos===
{| style="width:100%" cellpadding=10 border="1"
Kenshiro's main bread and butters are his high jump combos, nicknamed 'Hebikon' or 'Hebi Combos.' When first learning Kenshiro, practice these first!
| ~2D > 623B or 236236A
|}
Used midscreen when comboing into far D isn't possible, ie. against a crouching opponent.
 
 
'''Corner no Gauge Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~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.
 
 
'''Quick Overhead Combo'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > (j.A >) 2A > 2B~
|}
 
 
 
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > j.A > 214A > E > D~
|}
 
 
 
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > j.A > 214A~E > Throw
|}
 
 
 
'''High-low Setup'''
{| style="width:100%" cellpadding=10 border="1"
| 6A > 2B+E > c.D~
|}
 
 


'''Hebi Combo'''
'''Hebi Combo'''
Line 62: Line 23:
After landing Kenshiro has many options for ending the combo. The most basic of these are:
After landing Kenshiro has many options for ending the combo. The most basic of these are:


'''No gauge'''
'''No Gauge'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~CD or ~236C or ~FKO
| ~CD or ~236C or ~FKO
|}
|}


'''Aura'''
'''Using Only Aura'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~236236A > 623A or ~236236A > FKO
| ~236236A > 623A or ~236236A > FKO
|}
|}


'''Boost'''
'''Using Only Boost'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~CD > 236C+E > 623A+E > E > FKO
| ~CD > 236C+E > 623A+E (> E > FKO)
|}
|}


'''Boost & Aura'''
'''Using Boost and Aura'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| ~CD > 236C+E > 236236A+E
| ~CD > 236C+E > 236236A+E
Line 83: Line 44:




==Banishing Strike Combos==
===Banishing Strike Combos===


'''Basic Banishing Strike Combo Starter'''
'''Basic Banishing Strike Combo Starter'''
Line 89: Line 50:
| ~2B > 236C~E > CD+E > 6~
| ~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.
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.




Line 96: Line 57:
| ~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
|}
|}
===Other Basic Combos===
'''Midscreen no Gauge Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~2D > 623B or 236236A
|}
Used midscreen when comboing into far D isn't possible, ie. against a crouching opponent.
'''Corner no Gauge Combo'''
{| style="width:100%" cellpadding=10 border="1"
| ~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.




Line 154: Line 130:


==Other Important Combos==
==Other Important Combos==
'''Quick Overhead Combo'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > (j.A >) 2A > 2B~
|}
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > j.A > 214A > E > D~
|}
'''Quick Overhead Mixup'''
{| style="width:100%" cellpadding=10 border="1"
| Air dash j.B > j.A > 214A~E > Throw
|}
'''High-low Setup'''
{| style="width:100%" cellpadding=10 border="1"
| 6A > 2B+E > c.D~
|}


==Frequently Asked Questions==
==Frequently Asked Questions==

Revision as of 11:58, 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. 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

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.


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


Other Basic Combos

Midscreen no Gauge Combo

~2D > 623B or 236236A

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


Corner no Gauge 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.


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 Combo

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


Quick Overhead Mixup

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


Quick Overhead Mixup

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


High-low Setup

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


Frequently Asked Questions