Editing Ken Combo
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In [[PAL]] regions, Marth's down aerial is a [[meteor smash]] instead of a spike, resulting in a slightly altered angle at which opponents are sent, as well as allowing the combo to be [[Meteor_smash#Meteor_canceling|meteor canceled]]. A common workaround is to replace the down aerial with a reverse [[Dolphin Slash]], in what is sometimes known as the European Ken Combo. A neutral aerial can also be used after the forward aerial, but opponents can potentially [[SDI]] out of the first hit. | In [[PAL]] regions, Marth's down aerial is a [[meteor smash]] instead of a spike, resulting in a slightly altered angle at which opponents are sent, as well as allowing the combo to be [[Meteor_smash#Meteor_canceling|meteor canceled]]. A common workaround is to replace the down aerial with a reverse [[Dolphin Slash]], in what is sometimes known as the European Ken Combo. A neutral aerial can also be used after the forward aerial, but opponents can potentially [[SDI]] out of the first hit. | ||
It is possible to perform the Ken combo with Marth's clone, | It is possible to perform the Ken combo with Marth's clone, [[Roy]], but it is considerably more difficult. Due to Roy's down aerial being a meteor and not a spike, it is possible for opponents to meteor cancel to survive. And given the down aerial's odd placement of the meteor hitbox on Roy's shoulder, the long duration of the move, and Roy's faster falling speed, the Roy variant most often results in a self-destruct, making it much less optimal. | ||
==In games after ''Melee''== | ==In games after ''Melee''== | ||