Combos
Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field.
While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players.
All combos can be preformed anywhere unless noted.
Note: damage is based on the majority of the cast. All combos will do slightly less on Grant and Tizoc and slightly more on Jenet, Hotaru and Hokutomaru
Basic
These combos require no feinting, and can be preformed by all skill levels.
St. xx
+
(break),
+
24 damage
St. xx
+
(break),
+
30 damage
St. xx
+
(break),
+
28 damage
St. xx
+
(break),
+
34 damage
St. xx
+
(break),
,
+
,
50 damage
St. xx
+
(break),
,
+
,
67 damage
Intermediate
These combos implement feinting
St. (FC), St.
xx
(break),
(hold)
St. (FC), cr.
xx
(break),
(hold)
J., St.
(FC), St.
xx
(break),
(hold)
Advanced
These combos implement feinting and break with P or S Power
St. xx
,
xx
(break),
(hold)
St. xx
,
(FC), dash, St.
xx
(break),
(hold)
St., St.
xx
(break), dash,
St. xx
,
(FC), dash, St.
xx
(break), dash,
Corner only
St. xx
+
(break),
+
xx
,
+
,
74 damage (Corner)
St. xx
+
(break),
+
xx
,
+
,
82 damage (Corner)
J. , St.
(FC), Cr.
+
xx
+
(Break),
+
(Hold),
+
,
+
(Hold),
+
,
+
(Hold)
J. , St.
(FC), Cr.
+
xx
+
(Break),
+
(Hold),
+
,
+
(Hold),
+
,
+
(Break),
+
(Hold)
J. , St.
(FC), Cr.
+
xx
+
(Break),
+
J. , St.
(FC), Cr.
+
xx
+
(Break),
+
,
+
(Break),
+
(Hold)
J. , St.
xx
+
, J.
, St.
xx
+
, J.
, St.
(FC), Cr.
+
xx
+
(Break),
+
(Hold)
J. , St.
(FC), St.
(FC), St.
xx
(break),
(hold),
,
(hold),
J. , dash,
,
xx
+
,
(FC), dash, St.
xx
(break),
(hold),
,
(hold),
St.(FC), St.
(FC), cr.
, dash, St.
xx
(break),
(hold),
,
(hold),
Notes:
You will notice that in a number of combos here and in Anywhere, you will have to Hold A for his special move to hit.
Your best bet is to hold it for a split second to get it's Lvl. 2 ver.
In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.
2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+A somewhat 'early' this will knock them high enough for the super to hit them.
3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.
4- You can get some energy for your power gauge by doing QCB+(A+D) then QCF+B, Break-->QCB+ A (Hold) then release.
This method makes it so that the QCF+K will connect easily,
however you might need to practice this method as it requires
performing the QCB+(A+D) as soon as Kevin recovers (attempt the buffering trick mentioned previously).