SSB64 Icon.png
SSBM Icon.png
This article's title is unofficial.

Ken Combo: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(I give you that if you really want to, but this is just an perhaps explanation why it can't be preformed.)
m (not valid content for this page)
Line 9: Line 9:
A difficult to perform variation of the Ken Combo called the '''Reverse Ken Combo''' can also be performed in ''Melee''. It involves hitting with the forward aerial's rear hitbox, that produces weak knockback while keeping the opponent in place, then following up with the down aerial. One or two forward aerials can be performed.
A difficult to perform variation of the Ken Combo called the '''Reverse Ken Combo''' can also be performed in ''Melee''. It involves hitting with the forward aerial's rear hitbox, that produces weak knockback while keeping the opponent in place, then following up with the down aerial. One or two forward aerials can be performed.


In ''[[Brawl]]'', the Ken Combo can be similarly executed by other characters such as {{SSBB|Wolf}}, {{SSBB|R.O.B.}}, and {{SSBB|Olimar}}, although it considered to be not a "true" form of the [[combo]]; the ability to [[air dodge]] away or even hit back during hitstun makes the Ken Combo much more difficult to land. The meteor smash can also be meteor cancelled as there are no spikes in ''Brawl'', making it less effective at KOing (though this was also the case in the [[PAL]] version of ''Melee'', due to Marth's down aerial being a [[meteor smash]] in that version). Most mods for ''Brawl'', such as ''[[Brawl-]]'' and ''[[Project M]]'', remove the "act out of hitstun" mechanic (and in ''Brawl-''{{'}}s case, even increases hitstun), allowing characters in those games with suitable movesets to perform variations of the Ken Combo.
In ''[[Brawl]]'', the Ken Combo can be similarly executed by other characters such as {{SSBB|Wolf}}, {{SSBB|R.O.B.}}, and {{SSBB|Olimar}}, although it considered to be not a "true" form of the [[combo]]; the ability to [[air dodge]] away or even hit back during hitstun makes the Ken Combo much more difficult to land. The meteor smash can also be meteor cancelled as there are no spikes in ''Brawl'', making it less effective at KOing (though this was also the case in the [[PAL]] version of ''Melee'', due to Marth's down aerial being a [[meteor smash]] in that version).


==Gallery==
==Gallery==
Line 16: Line 16:
File:SSBM Advanced Combo ending with Ken Combo.gif|An advanced Marth combo in ''Melee'' ending with a Ken Combo.
File:SSBM Advanced Combo ending with Ken Combo.gif|An advanced Marth combo in ''Melee'' ending with a Ken Combo.
File:SSBM Marth Fair Chain ending with Ken Combo.gif|Another Marth combo in ''Melee'', using some up throws, then a chain of forward aerials, leading into a Ken Combo.
File:SSBM Marth Fair Chain ending with Ken Combo.gif|Another Marth combo in ''Melee'', using some up throws, then a chain of forward aerials, leading into a Ken Combo.
File:SSB64 Falcon Ken Combo.gif|A variation of the Ken Combo performed by Captain Falcon in ''Smash 64''
File:SSB64 Falcon Ken Combo.gif|A variation of the Ken Combo performed by Captain Falcon in ''Smash 64''.
</gallery>
</gallery>



Revision as of 20:35, May 24, 2015

The Ken Combo performed in Melee.

The Ken Combo refers to a spike setup with Marth discovered and popularized by professional Marth player, Ken.

The combo itself is simply as follows: single jump, forward aerial; midair jump, down aerial. However, some players refer to the entire chain of neutral aerials and forward aerials followed by the spike as a "Ken combo" due to its effectiveness in Melee competitive play. Although the combo is quite simple, one must space very precisely to do it consistently; the down air can only be landed if one spaces the fair correctly. The spacing for the fair is character dependent. Against fast fallers, one must land the tipper fair from below so that the opponent is sent upward and set to fall into the dair after Marth jumps. If the tipper fair is not landed, Marth cannot land the dair after a jump. Conversely against floaties, Marth must fair the opponent from below so they are not sent too high. Performing a Ken Combo without having to jump before using the down aerial is known as a jumpless Ken Combo.

According to Ken himself, the Ken Combo was initially developed in the original Super Smash Bros. using Captain Falcon's up aerial followed with a down aerial meteor smash.

A difficult to perform variation of the Ken Combo called the Reverse Ken Combo can also be performed in Melee. It involves hitting with the forward aerial's rear hitbox, that produces weak knockback while keeping the opponent in place, then following up with the down aerial. One or two forward aerials can be performed.

In Brawl, the Ken Combo can be similarly executed by other characters such as Wolf, R.O.B., and Olimar, although it considered to be not a "true" form of the combo; the ability to air dodge away or even hit back during hitstun makes the Ken Combo much more difficult to land. The meteor smash can also be meteor cancelled as there are no spikes in Brawl, making it less effective at KOing (though this was also the case in the PAL version of Melee, due to Marth's down aerial being a meteor smash in that version).

Gallery

External links