Editing Ken Combo

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===Aerial to meteor/spike combo===
===Aerial to meteor/spike combo===
In ''Brawl'', several characters can perform their own versions of the Ken Combo, such as {{SSBB|Wolf}} and {{SSBB|R.O.B.}} and {{SSBB|Olimar}}. Due to having no widespread shorthand name, the technique is most often called the '''Aerial to meteor/spike combo'''. Much like the Ken Combo, the technique involves using an aerial move into a move with a meteor/spike effect as a kill move. The introduction of [[hitstun cancelling]], however, means that opponents can [[air dodge]] away from future hits or even hit back before the next attack can occur, drastically reducing their effectiveness compared to Marth's Ken Combo in ''Melee''; many of these combos also only work at narrow ranges due to the reworked Sakurai angle, making them less reliable than a true Ken Combo. These combos are also heavily [[DI]] dependant, forcing a player to read their opponents air dodge far in advance or simply be lucky, ultimately reducing its reliabilty and strategic potential.
In ''Brawl'', several characters can perform their own versions of the Ken Combo, such as {{SSBB|Wolf}} and {{SSBB|R.O.B.}}. Due to having no widespread shorthand name, the technique is most often called the '''Aerial to meteor/spike combo'''. Much like the Ken Combo, the technique involves using an aerial move into a move with a meteor/spike effect as a kill move. The introduction of [[hitstun cancelling]], however, means that opponents can [[air dodge]] away from future hits or even hit back before the next attack can occur, drastically reducing their effectiveness compared to Marth's Ken Combo in ''Melee''; many of these combos also only work at narrow ranges due to the reworked Sakurai angle, making them less reliable than a true Ken Combo. These combos are also heavily [[DI]] dependant, forcing a player to read their opponents air dodge far in advance or simply be lucky, ultimately reducing its reliabilty and strategic potential.


''SSB4'' introduced changes to hitstun cancelling that severly weakened its in-game effectiveness, such as significantly increasing the amount of required hitstun that cannot be canceled and having a tighter knockback window to activate the cancel, allowing for significantly more combo potential. This allows for not only more reliable aerial to meteor/spike combos for a wider selection of the roster, but also reintroduced a slightly modified version of the Ken Combo, albeit lacking the potency it had in ''Melee''. ''Ultimate'' indirectly changed hitstun canceling further by the engine changes like balloon knockback and airdodge properties mitigating its effectiveness. This further increased combo potential and made the psuedo Ken Combo easier to perform, giving it potency that is nearly comparable to its ''Melee'' counterpart, although reacting to DI is still a factor.
''SSB4'' introduced changes to hitstun cancelling that severly weakened its in-game effectiveness, such as significantly increasing the amount of required hitstun that cannot be canceled and having a tighter knockback window to activate the cancel, allowing for significantly more combo potential. This allows for not only more reliable aerial to meteor/spike combos for a wider selection of the roster, but also reintroduced a slightly modified version of the Ken Combo, albeit lacking the potency it had in ''Melee''. ''Ultimate'' indirectly changed hitstun canceling further by the engine changes like balloon knockback and airdodge properties mitigating its effectiveness. This further increased combo potential and made the psuedo Ken Combo easier to perform, giving it potency that is nearly comparable to its ''Melee'' counterpart, although reacting to DI is still a factor.
==Gallery==
==Gallery==
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