Super Street Fighter 2 Turbo/Ken/Combos

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Combos

Some New Ken Combos that are useful in match play.


Bread and Butter

Starter New Ken ComboQuick and easy, with a Crazy Kick on top!
Easy


*9MK/HK/HP > 2MK > 236K

A simple 3 hit combo. If you're on the ground, you can just start from MK. You can also substitute the Crazy Kick for a Hadoken or a Shoryuken, but the Hadoken does less damage and Shoryuken is tricky since the input can potentially overlap with Ken's QCDF Crazy Kick.

Air Tatsu ComboA potential unblockable goes a long way.
Medium


9LP/HP > 214K > 5/2HK

A jump in combo with an Air Tatsu in there. Since Ken's Tatsus have a 50% chance of being unblockable, this can be a devious combo to push out. You'll also get a lot of frame advantage out of Iow air Tatsus, so walk up throws are also a viable strategy if you don't want to commit to the Roundhouse.

Against standing wider characters, you can potentially substitute the HK for a 2LK > 236K for a 4 hit combo.

Chain Cancel DP ComboAssault them with lows, finish with a Shoryuken.
Hard


2LK > 2LK > 6236P+LK

Requires an unorthodox Chain Cancel to perform off, but is a very powerful hit confirm if you can do it.

Installed DP ComboVersatility!
Medium-Hard


9LK/LP/MK > 2MP > 2HK

If you buffer a Shoryuken in between this combo, you can unleash it if your opponent attempts to counter the jump-in. If you don't do that, 2MP can be linked with 2HK for the extra damage. If a Shoryuken is too predictable, you can always go for a throw or a bait instead. Do not cancel the Roundhouse into a projectile if the enemy has a horizontal Super ready.


Meaty Combos

Medium Kick Meaty ComboDeals good damage and knocks down.
Medium


Meaty 2MK > 2MK > 236K

This combo only works on standing characters, but you can also just link the first 2MK into a sweep if you're feeling lazy. You'll still knock them down, do decent damage, and hit em when they're crouching.


Standing Opponent Only

Jab into DP comboA nice little hit confirm
Easy


2LP > 5LP > 623P

Only works on standing characters. Interesting to use against characters who become vulnerable near you (During Boxer's glitched super, for example). Might be able to add another 2LP against crouching characters.


Cross-Up Only

Cross-up ShoryukenHit em hard!
Medium


9MK/ > 2MP/5HP > 623LP

Hit confirm the jumping attack to cancel into a jab Shoryuken for major damage and a knockdown, or apply mixups if it's blocked.

Cross-up Crazy KickDizzys real easy
Medium-Hard


9MK/ > 2MP > 2MK > 236K

Only works against wide characters like Guile, Dhalsim, or Zangief. Against other characters, switch the 2MK with a 2LK and it'll still combo. Only works on standing characters.

If you wanna get REAL fancy, skip the MP, just do a crouching Short, and do a hold QCF.


Super Combos

Chain Cancel to SuperNew Ken's big gambit!
Medium


2LK > 2LK > 236236LK + LP

A VERY important combo. Deals high damage if the kicks hit, or you can just apply mixups if they're blocked. Make sure you Chain Cancel into the Super. THis combo doesn't work 9 times out of 10 against a standing Chun-Li since she's rather thin, making the first hit of the Super whiff.

Cross-up SuperOne of Ken's best combos.
Medium-Hard


9MK > 2LK > 2LK > 236236LK + LP

The above combo except it's a crossup. Remember to execute the chain cancel patiently, and practice a lot.

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