P4U2R/Ken Amada/Combos

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 Ken Amada



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko

Midscreen

Basic Midscreen Conversions
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.
Furious Action Starter
Combo Damage Meter Gain Difficulty Notes
Crouch Confirms
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.
Air-to-Air Confirms
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
Dog Summon Routes
Combo Damage Meter Gain Difficulty Notes
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.
Air-to-Air Confirms
Combo Damage Meter Gain Difficulty Notes
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

Basic Corner Combos
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

Early 2.0 Combos



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 Ken Amada