Jump to content
VR-Raiden

[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

Recommended Posts

Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Ken. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only combos that have a practical purpose will be listed in this thread.

Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
hHop
hcHop Cancel
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
OMCOne More! Cancel
AoA~CAll Out Attack into C ender
AoA~DAll Out Attack into D ender
CHCounter Hit
FCFatal Counter
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[sD]Shadow Only Combo
[N%]Player SP % required before combo start.
[N/N%]Damage/SP Gain %[/table]


Challenge Mode Combos
[collapse]
Mission #01
-
[/collapse]

Mid-screen

Koromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
[collapse]

 

- 2A > 2B > (5B) > 5C > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 2292-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage. Only include 5B if 2A+B will reach.

- 2A > 2B > (5B) > 5C > 2A+B > 236A~A/B > 236D > 236B~A > 236D > 236236B/214214B

= ~3500 / ~3900 damage. Requires 50SP (and Awakening with 214214B).

- 2A > 2B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A

= ~3700 / 4000 damage. Requires 50SP (and.Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.

 

- 5A > 2B/5B > 5C > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 2526-2872 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.

- 5A > 2B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run 5B > B+D > 236236A/214214A

= ~4200 / ~4600 damage. Requires 50SP (and Awakening with 214214A).

 

- far 5A > 5B > 236A~A > 236D > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C

= 2847 damage. Goes into meaty 214C oki.

- far 5A > 5B > 236A~A > 236D > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run 5B > B+D > 236236A/214214A

= ~3800 / ~4200 damage. Requires 50SP (and Awakening with 214214A).

 

- 2B > 5B > 5C > 2A+B > 236A > 236C > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C

= ~3700 damage. Goes into meaty 214C oki.

- 2B > 5B > 5C > 2A+B > 236A~A > 236D > 236B > 2B(JC) > fj.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A/214214A
= ~4700 / ~5100 damage. Requires 50SP (and Awakening with 214214A).

 

- far 5B > 236A~A > 236D > 236B > 2B(JC) > nj.B(input 236C immediately after) > j.2B > 236C hits(twice) > 236A~A(input 214C immediately after) > meaty 214C

= 2962 damage. Goes into meaty 214C oki.

- far 5B > (see far 5A combo 2)

= ~4000 / ~4400 damage. Requires 50SP (and Awakening with 214214A).

 

- air hit j.A(1) > j.B(JC) > j.B(input 236D immediately after) > j.2B > 236D hits > run 2A+B > 236A~A > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 3012 damage. Goes into meaty 214C oki.
- air hit j.A(1) > ...
=
 
- anti-air 2B > ...
= ...
- anti-air 2B > ...
= ...

 

- AoA~D > 236A~A > 236C > 236B~A(input 214C immediately after) > meaty 214C

= ~2500 damage. Goes into meaty 214C oki. Works on non-FC. Exact damage varies with number of AoA hits.

- AoA~D(FC) > 236A~A/B > 236D > 236B > 2B > fj.A(1) > j.B(input 236D immediatey after) > j.2B > 236D hits > run B+D > 236236A/214214A

= ~4200 / 4600 damage. Requires 50SP (and Awakening with 214214A).

 

- CH B+D > 2A+B > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.

- CH B+D > (see Throw combo 2)

= ~3700 / ~4000 damage. Requires 50SP (and Awakening with 214214B).

- CH B+D > 2A+B > 236A > 236C > 236B > 2B > fj.A(2)(input 236D during first hit) > j.2B > 236D hits > B+D > 236236A/214214A

= ~3800 / ~4100 damage. Requires 50SP (and Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.

 

- Throw > dash 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 1998 damage. Goes into meaty 214C oki.

- Throw > dash 5B > 236A~A/B > 236D > 236B~A > 236D > 236236B/214214B

= ~3300 / ~3600 damage. Requires 50 SP (and Awakening with 214214B). Easier with ~A but less damage.


- CH Air Throw > 5B > 236A(input 236C during 2nd hit) > 236C hits > 236B~A(input 214C immediately after) > meaty 214C

= 2318 damage. Goes into meaty 214C oki.

- CH Air Throw > (see Throw combo 2)

= ~3600 / ~4000 damage. Requires 50SP (and Awakening with 214214B).

[/collapse]
Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
[collapse]

 

- 2A > 2B > 5B > 236A~A(input 214D immediately after) > meaty 214D

= 1403 damage. Goes into meaty 214C oki, but will land from dash jump at about max 2A range.

- 2A > ...

= ...

 

- crouch/CH 2B/5B > 2A+B > 236A > 236C > run 2A+B > 236B > 236C > 236B~A(input 214C immediately after) > meaty 214C
= 3283 damage. Goes into meaty 214C oki.
- crouch/CH 2B/5B > 2A+B > 236A > 236C > run 2A+B > 236B > 236D > run 2B(JC) > fj.A(1) > j.B(JC) > j.A(1) > j.B(input 236D immediately after) > j.2B > 236D hits > run B+D > 236236A/214214A
= ~4900 / ~5300 damage. Requires 50SP (and Awakening with 214214A).

[/collapse]
Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
[collapse]

 

- 2A > 2B > 5B > 236A~A

= 1403 damage.

- 2A > 2B > 5B > 236A~A+B > 214A/B/A+B

= 1710 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).

 

- 5A > 2B > 5B > 236A~A

= 1648 damage.

- 5A > 2B > 5B > 236A~A+B > 214A/B/A+B

= 2032 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).

 

- far 5A > 5B > 236A~A

= 1254 damage.

- far 5A > 5B > 236A~A+B > 214A/B/A+B

= 1619 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).


- 2B/5B > 5B/2B > 236A~A

= 1655-1801 damage. 2B and 5B are interchangeable, but cannot be repeated.

- 2B/5B > 5B/2B > 236A~A+B > 214A/B/A+B

= 2020-2185 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).

 

- far 5B > 236A~A

= 1285 damage.

- far 5B > 236A~A+B > 214A/B/A+B

= 1669 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).


- AoA~D > 236A~B

= ~2400 damage. Works on non-FC. Exact damage varies with number of AoA hits.

- AoA~D > 214A/B/A+B

= ~1700 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. B version leaves you at slight disadvantage.

- AoA~D > 236A~B > 214A/A+B

= ~2300 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. Leaves you at slight disadvantage.

 

- CH B+D > 2A+B > 236A~B

= 2116 damage.

- CH B+D > 2A+B > 214A/B/A+B

= 1479 damage. Safe point to heal Koromaru. A/A+B version leave you at slight advantage, B version slight disadvantage.

 

- Throw > dash 5B > 236A~B

= 1837 damage.

- Throw > dash 5B > 236A~B > 214A/A+B

= 1837 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.

 

- CH Air Throw > dash 2B > j.A(2) > j.B(JC) > j.A(1) > j.B > j.2B

= 2263 damage.

- CH Air Throw > Throw > dash 5B > 236A~B > 214A/A+B

= 2157 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.

[/collapse]
Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
[collapse]

 

- 2A(input 5C immediately after) > 2B/5B > 5C hits > 2A+B > 236A~A/B > 236B~A(input 214C immediately after) > meaty 214C

= 2185-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.

- 2A > ...

= ...

 

- 5A(input 5C immediately after) > 2B/5B > 5C hits > 2A+B > 236A~A/B > 236B~A(input 214C immediately after) > meaty 214C

= 2541-2857 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.

- 5A > ...

= ...


- far 5A > ...

= ...

- far 5A > ...

= ...


- 2B > ...

= ...

- 2B > ...

= ...


- far 5B > ...

= ...

- far 5B > ...

= ...


- AoA~D > ...

= ...

- AoA~D > ...

= ...


- CH B+D > 2A+B(input 5D immediately after) > 236A~A/B > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.

- CH B+D > ...

= ...


- Throw(input 5D immediately after) > dash 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 1998 damage. Goes into meaty 214C oki.

- Throw > ...

= ...


- CH Air Throw(C+D input re-summons) > 5B > 236A(input 236C during 2nd hit) > 236C > 236B~A(input 214C immediately after) > meaty 214C

= 2318 damage. Goes into meaty 214C oki.

- CH Air Throw > ...

= ...

[/collapse]








---







Near-Corner

Koromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]








---





Corner
Koromaru Immediately Available
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Delayed Availability
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Not Available
Combos for when Koromaru is knocked out or off-screen during the combo.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]
Koromaru Returning
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.
[collapse]

 

- starter >

= ...

- starter >

= ...

[/collapse]

Edited by VR-Raiden

Share this post


Link to post
Share on other sites

Kagikou has just released a combo video for Ken https://www.youtube.com/watch?v=uJ6MUGZnK0Y

I've analyzed and written the combo notation as well as a few things of interest that have to be stated. It looks like you should be able to get oki from the first two combos.

 

First combo: 5AAA > 236A> 236D> 236B> 2B> j.a> j.b> j.2b> 2C> j.2b  2437 dmg

 

The key thing I noticed about this combo is that during the 5AAA Koromaru doesn't attack. Whenever I try this in training mode Koromaru always attacks during the third hit. I've tried everything from holding down a button to even mashing a different button but I can't seem to get Koro not to attack during 5AAA.

 

Second Combo: 2A> 2B> 5B> 236A> 236D> 236B> 2B> j.a >j.b >j.2b> 2C> JC> j.2b   2353 dmg

 

The same combo as the one above but from a different starter. This combo I have been able to do in training mode with no problem. Nothing of interest about this one

 

Third Combo: 5AA > 5B> 5C> 2A+B> 236A(B follow up)> 236D> 236BB> 236C> 236236B  4098 dmg

 

Something really interesting about this combo in order to make it work like in the video, when you do the first 236D after the 236A(B follow up) you have to time it so that Koromaru actually ends up behind the opponent! Since the timing is a bit hard I've been doing the combo with the same inputs but only without the follow up to the 236B and the 236C. It gets you 3616 damage as opposed to 4098.

 

Fourth Combo: 2A> 2B> 5B> 5C> 2A+B> 236A(B)> 236D> 236BB>236C> 236236B     3687 dmg

 

Same combo as above but off a different starter. Koro having to go behind the opponent still applies

Fifth Combo: C+D> 236D> 236B> 2B> 2C> j.b> j.2b     2108 dmg

 

Simple combo off of throw that knocksdown and gives possible oki setup.

 

 

EDIT: I just retried the first combo with 5AA>5B as the starter instead and got the same combo with more damage. I got 2680 which is almost 200 more damage.

Share this post


Link to post
Share on other sites

A few counter hit combos. The first three work on opponents both on the ground and in the air.

 

CH j.b> 2A+B> 236A(B)> 236D> 236B> 2B> j.a> j.b> JC> j.b> j.2b  oki  3517 dmg

 

CH j.b> 2A+B> 236A(B)> 236D> 236B(B)> 236C> 236236B  4384 Dmg   (For this combo to work you have to slightly delay the B follow up to 236BB so that Koromaru ends up behind the opponent)

 

CH j.b> 2A+B> 236A(B)> 236D> 236B(B)> 214214B   4514 Dmg (It's possible to do an extra 236C but not necessary for the combo to work)

 

(Aerial opponents) CH j.b> 5B> 236A(B)> 236D> 236B> 2B> j.a> j.b> JC> j.b> j.2b  oki  3324 Dmg

 

(aerial opponents) CH j.b> 5B> 236A(B)> 236D> 236B(B) > 214214B   4455 Dmg

 

(Aerial Opponents) CH j.b> 5B> 236A(B)> 236D> 236BB> 214C> 235236B  4249 Dmg (Have to delay the 236B follow up so Koro hits behind)

 

 

(Anti-Air counter hit) 2B> 5B> 236A> 236D> 236B> 2B> j.a> j.b> JC> j.b> j.2b  3284 Dmg

 

(Anti-Air counter hit) 2B> 5B> 236A> 236D> 236B(B)> 214214A 3794 Dmg

 

(Anti-Air counter hit) 2B> 5B> 236A> 236D> 236B(B)> 236C> 236236B 4115 Dmg (Same as the other combo where you have to slightly delay the B followup to 236C)

 

(Grounded opponents) CH j.b> 5B> 5C> 2A+B> 236A(B)> 236D> 236B> 2B> j.a> j.b> JC> j.b> j.2b  oki  3747 Dmg

 

(Grounded opponents) CH j.b> 5B> 5C> 2A+B> 236A(B)> 236D> 236B(B)> 214214B  4808 Dmg

 

(Grounded Opponents) CH j.b> 5B> 5C> 2A+B> 236A(B)> 236D> 236B(B)> 236C> 236236B  4652 Dmg (For this combo you don't need to delay the 236B follow up because Koro already positions himself  to hit behind.)

 

 

5B Counter Hit Combos:

 

CH 5B> 2A+B> 236A(B)> 236D> 236B(B)> 236C> 236236B  4206 Dmg

 

CH 5B> 2A+B> 236A(B)> 236D> 236B(B)> 236C> 214214B 4392 Dmg

 

CH 5B> 2A+B> 236A(B)> 236D> 236B> 2B> j.a> j.b> JC> j.b> j.2b> 2C> B+D 3809 Dmg

Share this post


Link to post
Share on other sites

A few counter hit combos. The first three work on opponents both on the ground and in the air.

 

5B Counter Hit Combos:

 

CH 5B> 2A+B> 236A(B)> 236D> 236B(B)> 236C> 236236B  4206 Dmg

 

Im having difficulty with this combo along with a few others. I can't seem to make the 236B(B) lance pull the dummy towards me. It either hits it at the tip where the dummy won't be pulled or the lance will go right through them and still register the hit. =[ =[

Share this post


Link to post
Share on other sites

 

 

The timing for the combo is really weird, it has to do with where they land on the spear vertically. The closer to the center the better.

 

Also discovered that most of Ken's combos ending in j.2b can also end in 2C> B+D instead to get damage as opposed to Oki.

Share this post


Link to post
Share on other sites

so like i messed with shadow ken and i managed to do something like 5bc 2ab acd 236a b 236b b 236ab b super or something like that. it was in challenge mode and looks kind of burst safe somewhat.

 

in the corner i saw u could do 236236c bd 236236c bd 236236c 214214ab. idk how much damage u get off it thou.

 

all of this was challenge mode which i will mess around with later today when i can. its looks really low damage thou. also going to try for OMB and other stuff using sp with 25 meter and maybe some OMC

Share this post


Link to post
Share on other sites

managed 2 fine a combo that goes from full screen to the corner.

 

5aa 5b 236a 236d 236bb 236 bd 236236c super

 

just something i found if it's good it is.

Share this post


Link to post
Share on other sites

this combo is so dumb but what ever lol.

 

starter OMB 236bb 236 run foward 2b jc jab2b 2c bd 236236c OMC 214214b = 5046

 

this maybe a OMB option but im not sure.

 

whoops that should b 236236b not c lol also the damage may be off. the starter for that was 5b and i got 5786

Edited by Synyster17

Share this post


Link to post
Share on other sites

throw 5k is godlike

 

cd dash 5b 236a b 236d 236b b 236c 236236b OMB/OMC 214214b

 

 

actually OMC isn't not felling it today :( sorry but i thought it would work.

Edited by Synyster17

Share this post


Link to post
Share on other sites

Found a pretty nice midscreen combo:

 

5B, 5C, 2AB, 236A, B, 236D, microdash, 236B, 2A, 5B, BD, (either of the A/B supers can be used as an ender)

 

Does between 2.9k and 3k without the super depending on how many hits you get in on the 236D, trying to figure out the right timing to get this to work consistently.

Share this post


Link to post
Share on other sites

Found a pretty nice midscreen combo:

5B, 5C, 2AB, 236A, B, 236D, microdash, 236B, 2A, 5B, BD, (either of the A/B supers can be used as an ender)

Does between 2.9k and 3k without the super depending on how many hits you get in on the 236D, trying to figure out the right timing to get this to work consistently.

A better combo would be stuff > 5b > 5c > 2ab > 236ab > 236d > 236bb > 236c > (jb > j2b > oki ) or (236236a/b > OMB > 214214ab)

Share this post


Link to post
Share on other sites

^Stylish stuff. I like your use of 2C in some of the combos. For the ground throw, there is more damaging stuff found so far, like what Synastar1 posted above with the dash 5B, 236A followup.

Share this post


Link to post
Share on other sites

Ok so with combos where you have have to use 236B, and then link a crouching b what's the timing on that. Or are combos thst use thst just spacing specific. I can't seem to get the link for the the life of me.

Share this post


Link to post
Share on other sites

You need to be hitting your opponent at a certain height for those links.

The 2nd hit of 236B will whiff if they're too high after 236D.

They will tech before 2B if they're too low when 236B hits.

 

The trick AFAIK is usually to hit just after Koromaru is finished 236D so that they're not as low as they are mid-236D and they're not as high as possible out of the 236B.

There's a few ways to go about it. I generally do 236A > 236AD > 236B where the 236AD is input between the 2 hits of 236A just after the 1st hit and 236B is done immediately.

That seems pretty consistent for me.

 

I'm sure other have their own way of timing it. Subconsciously maybe...

Share this post


Link to post
Share on other sites

I'll just leave this here

(corner, awakening)-236B (FC), 5B, 2AB, 236A, 236D, 4A (236D hits), iad j.B, 2B, j.B, 236D, j.2B (236D hits),land, BD, land, 236236C, 214214A (SB versions of both work too). 5-5.7k iirc.

214214A (a version only) almost always links from 236236C/D in the corner, as long as the proration isn't too terrible, without OMC/OMB.

Share this post


Link to post
Share on other sites

You need to be hitting your opponent at a certain height for those links.

The 2nd hit of 236B will whiff if they're too high after 236D.

They will tech before 2B if they're too low when 236B hits.

 

The trick AFAIK is usually to hit just after Koromaru is finished 236D so that they're not as low as they are mid-236D and they're not as high as possible out of the 236B.

There's a few ways to go about it. I generally do 236A > 236AD > 236B where the 236AD is input between the 2 hits of 236A just after the 1st hit and 236B is done immediately.

That seems pretty consistent for me.

 

I'm sure other have their own way of timing it. Subconsciously maybe...

Ok so I was messing around in training mode and if you do a 2a after the 236B it comes out consistently. The combo im using instead is 5AAA >236A>236D>236B>2A>2B>sj,a>j.b>j.2b>j.2c>j.b>j.2b

This combo works so much better for me instead of linking the 2b, however im sure its going to be optimal/mandatory in some combos. This combo nets [2619/41%] just overall for myself. 

Share this post


Link to post
Share on other sites

Unfortunately there's some combos where you need to hit 2B but the proration is too high for 2A > 2B to connect.

I recommend not relying on 2A > 2B until you can recognise when you've messed up the 236B timing and then start going for 2A > 2B instead of 2B only when you know you need it and you know it works.

Share this post


Link to post
Share on other sites

×