Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
starter > 5B > 236A > 236D > 236B, 2B > j.A(1) > j.B > j.2B > 236D > 236BB | ? | ? | Medium | Input 236D during j.B's hitstop. |
starter > 5B > 236A > 236D > 236B, 2B > j.A(1) > j.B > j.2B > 236C > 2AB > 236BB | ? | ? | Medium | Input 236C between j.B and j.2B. |
starter > 5B > 236AA, 2C, dash j.A(1)B > j.2B > j.236D > land 236BB | ? | ? | Easy | 2C's timing will change depending on Koromaru's position relative to the opponent. Input 236D between j.B and j.2B. |
2AB > 236A > 236C > 236B > 2B > 2C > j.B2B > 2C > B+D > 236236A | ? | ? | Easy | Dont do this without super, DP does not allow for meaty dog. |
Combo | Damage | Meter Gain | Difficulty | Notes |
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Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
starter > 2B > 2AB > 236A > 236C > dash 2B > jc.A(1)B > j.2B > 236D > 236BB | ? | Medium | ||
(2B >) 2AB > 236A > 236C > 236B > 236D > dash 2B > jc.A(1)B > j.2B > 236D > 236BB | ? | ? | Medium | Good starter extension. Input 236D between j.B and j.2B. |
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
air hit starter > j.A(1)B > j.2B > 236D > 236BB > 236D > 236BB | ? | ? | Medium | |
air hit starter > j.A > jc.A(1)B > j.2B > 236D > dash 2B > jc.A > j.2B | ? | ? | Medium | |
air hit starter > j.A > jc.A(1)B > j.2B > 236C > 2AB > 236BB > 236D > 236BB | ? | ? | Medium |
Combo | Damage | Meter Gain | Difficulty | Notes |
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starter > 5B > 236AA (5C dog summon) > 236B/236AB > 2B > jc.A > jc.A > j.2B | ? | ? | Easy | |
starter > 2B > 2AB > 236AA (5C dog summon) > 236B/236AB > 2B > jc.A > jc.A > j.2B | ? | ? | Easy | Crouch confirm, if you want to be optimal with your dog summons. |
Combo | Damage | Meter Gain | Difficulty | Notes |
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starter > 5B > 236AA | ? | ? | Easy | |
starter > 5B > 236AA > OMC > 2AB > 236AB | ? | -75% | Easy | |
starter > 5B > 236AA > OMC > dash 2B > jc.A > jc.AB > j.2B | ? | -50% | Easy | |
starter > 2B > 2AB > 236AB, 2B(1) > 236AB, dash 5A > jc.A > (jc.A) > j.2B | ? | -50% | Easy | Crouch confirm. |
Corner Only
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
starter > 5B > 236A > 236D > dash 2AB > 236BB > 214D > j.2B | ? | ? | Medium | |
starter > 5B > 236A > 236D > 2AB > 236B > 236D > 236BB | ? | ? | Medium | Works from all starters but 2A. |
2B > 5B > 236A > 236D > dash 2AB > 236B > 236C > dash 2B > jc.A(1)B > j.2B > 236D > 236BB | ? | ? | Medium |
Combo Theory
General Theory
Ken and Koromaru's conversions consist of ending strings with either B Charge Thrust (236B) or B Gigantic Impact (236BB). Each ender provides different oki options and on some starters, B Gigantic Impact (236BB) will not give a knockdown.
The two main gattlings they will use for midscreen conversions that depend on Koromaru's position. If Koromaru is close to Ken, then a combo such as 5B > 236A > 236D > 236B will work, however if he is far away it will not work. Instead you can substitute the combo with 5B > 236AA > 2C > 66 j.A(1) > j.B > 236D > j2.B > 236B, in which you can time 2C to properly hit the opponent regardless if Koromaru is away from Ken.
For air to air conversions they will most likely start off from either j.A or 2C. The most basic conversion is similar to the mid-screen as it uses j.A(3) >j.A(1) > j.B > 236D > j2.B > 236B.
For corner conversions you can extend the combo from the mid-screen variant and do 5B > 236A > 236D > 2B > j.A(1) > j.B > 236D > j2.B > 236B.
Meter Usage
With 50 SP, Ken uses A version of Thunder Reign mid-screen for 236B enders. Using B version mid-screen will cause the super to whiff however SB version will hit. In the corner you can opt to use B version of Thunder Reign.
With 100 SP, on less scaled combos in the corner, you can use DP > D Fire Breath > DP > A Thunder Reign.
When Awakening is unlocked, Ken and Koromaru get access to their Awakening Super, Super Gattai! Ultimate Cross! Instead of using Thunder Reign, they can now use Ultimate Cross to push more damage. The increased meter amount helps too as can now do supers such as SB Fire Breath > Ultimate Cross. This is universal anywhere and outputs great damage. Another thing they unlock is the ability to do D Fire Breath > A Ultimate Cross. The triple super route for Ken and Koromaru is only in the corner that requires little scaling and goes along like DP > D Fire Breath > DP > D Fire Breath > A Ultimate Cross.
Tips and Tricks
- 236BB in most cases gives you 236236A/214214B midscreen (if they are far away you can use 236236C).
- Double Super route: ... > 236D > DP >236236CD > 214214B or DP > 236236CD > DP > 214214AB.
- If you want to maximize damage and you have meter to spare you can use 236236AB to give shock and get the same damage as 236236D.
- Treat Koromaru starters like a 5B starter with slightly worse proration (no 236C > 2AB routes).
Combo Videos
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