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Ken Combo: Difference between revisions

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File:SSBB ROB Ken Combo.gif|A variation of the Ken Combo performed by R.O.B. in ''Brawl''
File:SSBB ROB Ken Combo.gif|A variation of the Ken Combo performed by R.O.B. in ''Brawl''
File:SSBB Olimar Ken Combo.gif|A variation of the Ken Combo performed by Olimar in ''Brawl''
File:SSBB Olimar Ken Combo.gif|A variation of the Ken Combo performed by Olimar in ''Brawl''
https://drive.google.com/open?id=0B8ATCalf1PJeSnd3S0xnU1Rjc2s
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*[http://youtube.com/watch?v=IiiMxmdYNMg A video about the Ken Combo]
*[http://youtube.com/watch?v=IiiMxmdYNMg A video about the Ken Combo]
*[https://www.youtube.com/watch?v=OR1pNBmT7NM Top 10 Ken Combos - Super Smash Bros.]
*[https://www.youtube.com/watch?v=OR1pNBmT7NM Top 10 Ken Combos - Super Smash Bros.]
*[https://drive.google.com/open?id=0B8ATCalf1PJeSnd3S0xnU1Rjc2s]


[[Category:Marth]]
[[Category:Marth]]

Revision as of 08:25, January 26, 2016

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 forward air correctly. The spacing for the f-air is character dependent. Against fast fallers, one must land the tipper f-air from below so that the opponent is sent upward and set to fall into the d-air after Marth jumps. If the tipper f-air is not landed, Marth cannot land the d-air after a jump. Conversely against floaties, Marth must f-air 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.

Since Marth's down aerial is a meteor smash in the PAL version of Melee, a common workaround is to replace the down aerial finisher with a reverse Dolphin Slash instead. Neutral aerial can also be used, but keen opponents will be able to SDI out of the first hit.

In future games, several characters can perform their own variations of this combo, such as Wolf in Brawl or Roy in Smash 4. However, these are not considered to be true Ken Combos or even true combos at all, as the opponent has more options than simply DI to escape the combo, namely air dodging or even hitting back after the forward or back aerial setups.

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