SBX/Uesugi Kenshin/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HID =  Hideyoshi
KEN =  Kenshin
MAE =  Maeda
MAS =  Masamune
MOT =  Motochika
MOU =  Motonari
NOB =  Nobunaga
OIC =  Oichi
TAD =  Tadakatsu
YUK =  Yukimura
KOJ =  Kojuro
HAM =  Hambe

Combo Theory

When playing as Kenshin you want to end your combos with moves that inflict freeze status (those being 236C~B and 214C). Freeze status makes all of the opponents moves have significantly more startup and thus make it easier to land your counters where then you can do his infinite (amusing that proximity block doesn't screw you over).

BNB'S

5A/2A > 2C > 214C

Basic combo from jabs that works on everyone. Gives knockdown and freeze status.


5B > 236C~A

Works on everyone. Can do 236C~B up close except crouching OIC and MAE and the cancel window is tighter.


5C > 236C~B

Works on everyone except crouching OIC and MAE. Do 236C~A instead.


CH 5C > 214C > IAD DL j.C > ▷ DL 5C > 236C~B

Your best whiff punish combo. Works on everyone albeit is somewhat inconsistent and harder against HAM.


2B > JC j.A > j.C > j.623B

Main anti air combo.


j.C > j.623B

Instant overhead that works on crouching HID and TAD.

Reinforcement Combos

5C > 236C~B > 3E > (engun cancel) j.C > ▷ DL 5C x3

Requires level 51 reinforcements for 3 reps. Kenshin's most damaging non infinite combo. Works on everyone except crouching OIC and MAE.


214214C > 4[E] > 214214C whiff hit > ]E[ > run > 5C > 236C~B

Requires level 50 reinforcements or higher. Combo from his metered reversal. Works on everyone. Can follow up with 3E loops. If 214214C lands hold 5E after the 3rd hit.

Infinites

214A/B or 421A/B > DC > taunt x30 > 2B+C > JC > [j.B > j.C] x∞

Your most consistent infinite. You have to dash between the taunts midscreen. Works on everyone.


2A > 2A > 2B > 5[E] > 236C~A > 5]E[ > 5B > 236C~B > (engun cancel) j.A > j.C > ▷ 5C > 5[E] > 236C~A > 5]E[ > 5A > 5A > 5C > (engun cancel) run 5A > 5[E] > 5C > 236C~ DL B > (engun cancel) j.A > j.C > 2B+C > jc > [j.B > j.C] x∞

Requires level 100 reinforcements. Works in the corner. It is much more difficult and the practicality is questionable due to the level 100 reinforcement requirements. Works on everyone.

Navigation

 Uesugi Kenshin
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links