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==Basic Combos== | ==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''' | '''Hebi Combo''' | ||
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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 | '''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 | '''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 | ||
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==Banishing Strike Combos== | ===Banishing Strike Combos=== | ||
'''Basic Banishing Strike Combo Starter''' | '''Basic Banishing Strike Combo Starter''' | ||
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| ~2B > 236C~E > CD+E > 6~ | | ~2B > 236C~E > CD+E > 6~ | ||
|} | |} | ||
A useful Banishing Strike combo starter that Requires 1 bar of Boost. | 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. | ||
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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 | ||
|} | |} | ||
===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. | |||
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==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~ |