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  • Ken Combo
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  • The combo itself is simply as follows: single jump f-air, midair jump d-air. However, some players refer to the entire chain of n-airs and f-airs followed by the spike as a "Ken combo" due to its effectiveness in SSBM competitive play. However, it should be noted that players can usually escape this combo by DIing the f-air out. According to Ken himself, the Ken Combo was initially discovered and developed in the original Super Smash Bros. using Captain Falcon's spike.
  • The Ken Combo refers to an aerial combo which sets up a spike or a meteor smash, often using a low-knockback but high-hitstun forward aerial attack followed by a down aerial attack. The combo has four steps: perform a jump, then perform the desired aerial, jump in midair and then finish with a down aerial. It is often used to finish off enemies at mid-percentage ranges, as they do not take enough knockback for the combo to fail, but cannot be KOed reliably by most other methods at those percentages. These are often used to close out longer combos, but if the opportunity presents itself, they can be done without the need of a setup move.
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dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
abstract
  • The Ken Combo refers to an aerial combo which sets up a spike or a meteor smash, often using a low-knockback but high-hitstun forward aerial attack followed by a down aerial attack. The combo has four steps: perform a jump, then perform the desired aerial, jump in midair and then finish with a down aerial. It is often used to finish off enemies at mid-percentage ranges, as they do not take enough knockback for the combo to fail, but cannot be KOed reliably by most other methods at those percentages. These are often used to close out longer combos, but if the opportunity presents itself, they can be done without the need of a setup move. The Ken Combo is best utilized by Marth and Ichigo, whose skill sets match up well for the meteor smash setup to go to fruition. Tails and Black Mage can easily initiate Ken Combos at lower percentages, but the lack of power in their meteor smashes at said percentages makes the setup unreliable for KOs. Other characters can attempt a Ken Combo, most notably Ness, Samus, and Wario, but their attributes don't lean towards it being a staple part of their metagames. Black Mage has a variety of methods that lead to Ken Combo, notably his down throw that can lead into a Haste. His forward aerial has one of the longest disjointed hitbox in the game, giving a great reach in order to start the combo. Black Mage's down aerial has five unpredictable hitboxes, four of which can meteor smash and all doing slash damage.
  • The combo itself is simply as follows: single jump f-air, midair jump d-air. However, some players refer to the entire chain of n-airs and f-airs followed by the spike as a "Ken combo" due to its effectiveness in SSBM competitive play. However, it should be noted that players can usually escape this combo by DIing the f-air out. According to Ken himself, the Ken Combo was initially discovered and developed in the original Super Smash Bros. using Captain Falcon's spike. In Brawl, the Ken Combo can be executed by other characters such as Toon Link, R.O.B., and Olimar, although it should be noted that it is not a true 'Combo'; lack of hitstun allows the victim to simply airdodge away or even hit back. Additional hitstun however in different versions of Brawl+ allow for even more characters to perform it, and not enough time for an opponent to airdodge away.