Information
If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Ken. Also refrain from using move names and abbreviations.
Please refrain from going off topic in this thread. This thread is for posting of combos only.
Only combos that have a practical purpose will be listed in this thread.
Collapsed: General Notations Used:
[table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
Notations in red are for prefixes only. Notations in blue are for suffixes only.
[table] c.The attack must be used as close to the opponent as possible. f.The attack must be used as far away from the opponent as possible. [sS]Side Swap combo [CO]Crouching Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [sD]Shadow Only Combo [N%]Player SP % required before combo start. [N/N%]Damage/SP Gain %[/table]
Challenge Mode Combos[collapse] Mission #01
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Mid-screen Koromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
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- 2A > 2B > (5B) > 5C > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 2292-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage. Only include 5B if 2A+B will reach.
- 2A > 2B > (5B) > 5C > 2A+B > 236A~A/B > 236D > 236B~A > 236D > 236236B/214214B
= ~3500 / ~3900 damage. Requires 50SP (and Awakening with 214214B).
- 2A > 2B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A
= ~3700 / 4000 damage. Requires 50SP (and.Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.
- 5A > 2B/5B > 5C > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 2526-2872 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.
- 5A > 2B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run 5B > B+D > 236236A/214214A
= ~4200 / ~4600 damage. Requires 50SP (and Awakening with 214214A).
- far 5A > 5B > 236A~A > 236D > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C
= 2847 damage. Goes into meaty 214C oki.
- far 5A > 5B > 236A~A > 236D > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run 5B > B+D > 236236A/214214A
= ~3800 / ~4200 damage. Requires 50SP (and Awakening with 214214A).
- 2B > 5B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C
= ~3700 damage. Goes into meaty 214C oki.
- 2B > 5B > 5C > 2A+B > 236A~A > 236D > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A/214214A
= ~4700 / ~5100 damage. Requires 50SP (and Awakening with 214214A).
- far 5B > 236A~A > 236D > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C
= 2962 damage. Goes into meaty 214C oki.
- far 5B > (see far 5A combo 2)
= ~4000 / ~4400 damage. Requires 50SP (and Awakening with 214214A).
- air hit j.A(1) > j.B(JC) > j.B(input 236D immediately after) > j.2B > 236D hits > run 2A+B > 236A~A > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 3012 damage. Goes into meaty 214C oki.
- air hit j.A(1) > ...
=
- anti-air 2B > ...
= ...
- anti-air 2B > ...
= ...
- AoA~D > 236A~A > 236C > 236B~A(input 214C immediately after) > meaty 214C
= ~2500 damage. Goes into meaty 214C oki. Works on non-FC. Exact damage varies with number of AoA hits.
- AoA~D(FC) > 236A~A/B > 236D > 236B > 2B > fj.A(1) > j.B(input 236D immediatey after) > j.2B > 236D hits > run B+D > 236236A/214214A
= ~4200 / 4600 damage. Requires 50SP (and Awakening with 214214A).
- CH B+D > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.
- CH B+D > (see Throw combo 2)
= ~3700 / ~4000 damage. Requires 50SP (and Awakening with 214214B).
- CH B+D > 2A+B > 236A > 236C > 236B > 2B > fj.A(2)(input 236D during first hit) > j.2B > 236D hits > B+D > 236236A/214214A
= ~3800 / ~4100 damage. Requires 50SP (and Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.
- Throw > dash 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 1998 damage. Goes into meaty 214C oki.
- Throw > dash 5B > 236A~A/B > 236D > 236B~A > 236D > 236236B/214214B
= ~3300 / ~3600 damage. Requires 50 SP (and Awakening with 214214B). Easier with ~A but less damage.
- CH Air Throw > 5B > 236A(input 236C during 2nd hit) > 236C hits > 236B~A(input 214C immediately after) > meaty 214C
= 2318 damage. Goes into meaty 214C oki.
- CH Air Throw > (see Throw combo 2)
= ~3600 / ~4000 damage. Requires 50SP (and Awakening with 214214B).
[/collapse] Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
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- 2A > 2B > 5B > 236A~A(input 214D immediately after) > meaty 214D
= 1403 damage. Goes into meaty 214C oki, but will land from dash jump at about max 2A range.
- 2A > ...
= ...
- crouch/CH 2B/5B > 2A+B > 236A > 236C > run 2A+B > 236B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 3283 damage. Goes into meaty 214C oki.
- crouch/CH 2B/5B > 2A+B > 236A > 236C > run 2A+B > 236B > 236D > run 2B(JC) > fj.A(1) > j.B(JC) > j.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A/214214A
= ~4900 / ~5300 damage. Requires 50SP (and Awakening with 214214A).
[/collapse] Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
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- 2A > 2B > 5B > 236A~A
= 1403 damage.
- 2A > 2B > 5B > 236A~A+B > 214A/B/A+B
= 1710 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).
- 5A > 2B > 5B > 236A~A
= 1648 damage.
- 5A > 2B > 5B > 236A~A+B > 214A/B/A+B
= 2032 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).
- far 5A > 5B > 236A~A
= 1254 damage.
- far 5A > 5B > 236A~A+B > 214A/B/A+B
= 1619 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).
- 2B/5B > 5B/2B > 236A~A
= 1655-1801 damage. 2B and 5B are interchangeable, but cannot be repeated.
- 2B/5B > 5B/2B > 236A~A+B > 214A/B/A+B
= 2020-2185 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).
- far 5B > 236A~A
= 1285 damage.
- far 5B > 236A~A+B > 214A/B/A+B
= 1669 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).
- AoA~D > 236A~B
= ~2400 damage. Works on non-FC. Exact damage varies with number of AoA hits.
- AoA~D > 214A/B/A+B
= ~1700 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. B version leaves you at slight disadvantage.
- AoA~D > 236A~B > 214A/A+B
= ~2300 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. Leaves you at slight disadvantage.
- CH B+D > 2A+B > 236A~B
= 2116 damage.
- CH B+D > 2A+B > 214A/B/A+B
= 1479 damage. Safe point to heal Koromaru. A/A+B version leave you at slight advantage, B version slight disadvantage.
- Throw > dash 5B > 236A~B
= 1837 damage.
- Throw > dash 5B > 236A~B > 214A/A+B
= 1837 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.
- CH Air Throw > dash 2B > j.A(2) > j.B(JC) > j.A(1) > j.B > j.2B
= 2263 damage.
- CH Air Throw > Throw > dash 5B > 236A~B > 214A/A+B
= 2157 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.
[/collapse] Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
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- 2A(input 5C immediately after) > 2B/5B > 5C hits > 2A+B > 236A~A/B > 236B~A(input 214C immediately after) > meaty 214C
= 2185-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.
- 2A > ...
= ...
- 5A(input 5C immediately after) > 2B/5B > 5C hits > 2A+B > 236A~A/B > 236B~A(input 214C immediately after) > meaty 214C
= 2541-2857 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.
- 5A > ...
= ...
- far 5A > ...
= ...
- far 5A > ...
= ...
- 2B > ...
= ...
- 2B > ...
= ...
- far 5B > ...
= ...
- far 5B > ...
= ...
- AoA~D > ...
= ...
- AoA~D > ...
= ...
- CH B+D > 2A+B(input 5D immediately after) > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.
- CH B+D > ...
= ...
- Throw(input 5D immediately after) > dash 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 1998 damage. Goes into meaty 214C oki.
- Throw > ...
= ...
- CH Air Throw(C+D input re-summons) > 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 2318 damage. Goes into meaty 214C oki.
- CH Air Throw > ...
= ...
[/collapse]
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Near-Corner Koromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse]
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CornerKoromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse] Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
[collapse]
- starter >
= ...
- starter >
= ...
[/collapse]