Combos

note: starter means any first or second hit of a combo

Combo notes:

236B~B in most cases gives you 236236A/214214B mid screen.

If they are far away you can use 236236C

If you have 50 bar and you get a air combo j.2B > 236236C always hits if you have dog available

Double super route > 236D > DP >236236CD > 214214B or DP > 236236CD > DP > 214214AB

TRIPLE SUPER route: > 236D > DP 236236D > DP 236236D > 214214A

note: you can do 214214B version on fatal just omit j.A.

If you want to maximize damage and you got meter to spare you can use 236236AB to give shock and get the same damage as 236236B

Treat Koromaru starters like a 5B starter with slightly worse proration (no 236C > 2AB routes)

mid screen heal route:

after air 236B:

2B(1) > 214AD > dash j.B j.2B

non 2A starter after air 236B:

2B(1) > 214AD > dash j.A(1) > j.B > j.A(1) > j.B > 236D > j.2B > 236B~B

Corner heal route:

236A > 236D > dash 2B(1) >214A > 5B > 214B > 236D > 236BB

air dash > j.B > 214A > 5B > 214B > 236D > 236BB * chou/superboy route

Shadow Ken notes:

Shadow burst should be done from 236A/B to avoid SMP try not to do the same version twice in a combo or it will risk dropping

supers cost 20 meter in shadow burst ex supers cost 30 meter in shadow burst

37 meter required for 236236CD > 214214AB 75 meter for 236236CD > DP > 236236CD > 214214B

Shadow combo extentions:

starter > 5B > 236A > Shadow frenzy > 236236CD > run DP > 236236D > 214214AB *100 meter

236B > 4AAAA Shadow frenzy > 236236CD > 214214AB *50 meter

Shadow frenzy > 236B > 236236CD > 214214B *50 meter

Shadow frenzy > 236AB > DP > 236236CD > 214214B *50 meter

Shadow frenzy > DP 236236CD > DP 214214AB *50 meter

Shadow frenzy > DP > 236236CD > DP > 236236CD > 214214B

236236A/B/AB > Shadow frenzy > 236B > 236236CD > 214214B

Shadow combo vid:

Damage scaling:

Important to know how much you can extend a combo before it drops.

weak: 2A/j.2B/charge thrust/throw/DP

good: 5A/j.A/5B/j.B/5C/2C/dog specials

best: 2B/2AB

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