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Ken Combo

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Revision as of 14:33, July 31, 2016 by Monsieur Crow (talk | contribs) (Reverted edits by TheBardofDoom (talk) to last version by Monsieur Crow.)
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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, 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.

Variants

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. This combo is called a Euro Ken Combo or European Ken Combo, though it can still be performed in North American regions. A neutral aerial can also be used after the forward air, but opponents can potentially SDI out of the first hit.

In games after Melee

In Brawl, several characters can perform their own versions of the Ken Combo, such as Wolf and R.O.B. 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.

The removal of hitstun cancelling in Smash 4 means that Ken Combos can theoretically be performed, such as by Roy. No character, however, has a Ken Combo as effective as the original variant seen in Melee.

Gallery

External links