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Smash Hero
Simple question, does the Ken Combo (fair->doublejump dair spike for any newbies around here) still exist in this game?
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I'll have to keep this one in mind when I practice again later today. Good find dude xD At least it may be possible to setup with this, like with the DB.. . .
But, you can still SORT of perform one. For me, I've been able to pull off every 2 out of 10 of these mock Ken combos. You can get your opponent roughly where you need them to be. Its closer to Brawl's Ken combo, but even then its not near as performable. A side throw or mid fair can sort of lead them to where you need them. Then you need to time your dair PERFECTLY. Too soon, and you send your opponent up twoard the stage, and you may accidentally fast fall- likely leading to your death. Too late, and your foe is going to recover if nothing else, but also likely footstool you, and probably try to perform their own down spike.
. . .
The easier way to perform this false ken combo is actually to fthrow them off at around 40-50% (also works on higher percents), jump back on the stage, and then come back down and dair them, or to do it all in one jump, which is also plausible this game, and dair them as they try to recover.Following up on what Random said, there is a way to setup to a spike using DB in the air, by hitting them as much above you as possible. By doing this, they are at an ideal position to double jump and spike at high percents. Granted, your opponent can easily retaliate by attacking back as you do the double jump (which is why it becomes a setup more than anything else). But at that point you have a variety of mixups you can use instead of the spike.
I'll have to keep this one in mind when I practice again later today. Good find dude xD At least it may be possible to setup with this, like with the DB.
Gotcha. I'll give it a few test runs and see if I can pull it off too. Any help on my Marth is always appreciated xDThe easier way to perform this false ken combo is actually to fthrow them off at around 40-50% (also works on higher percents), jump back on the stage, and then come back down and dair them, or to do it all in one jump, which is also plausible this game, and dair them as they try to recover.
Looked like he could have evaded it, because you see el wind come out right before you spiked him. I was making sure I wasn't crazy, but it is certainly there.it seems if he would have dodged he could have gotten out.0:45 I do a fair to dair. It's escapable and not a double fair therefore the video is called Ghetto Ken Combo
Oh, absolutely. Its an attack string, not an actual combo.Looked like he could have evaded it, because you see el wind come out right before you spiked him. I was making sure I wasn't crazy, but it is certainly there.it seems if he would have dodged he could have gotten out.
Bruh, Ken Combos happen all the time in Melee. I can get video footage from Big House, Justice and probably EVO.Down air has less landing lag on a fast fall than before. Easy to cross up mix up. On hit gives you every move.
Frame1 of fairs are still putting people into a position for follow ups.
Fair to Dair is sure to work. Ken Comboing like melee wasn't even a thing in Melee in the later years either due to people knowing how to double stick DI; it's a very very rare thing to pull off.
Howwwwwww
(the power of holding IN is strong this game)
I dont remember who, but some Marth player's catchphrase is allegedly "don't go into the ****" or something of the sort. Your Ken string video is rather impressive. I'd never considered trying to do it exactly like that. I'll definately be trying that when I can. I've found that you dont need to get the kick to get the spike, because you can spike with the very tip of the sword if you're positioned correctly. Though, more testing might prove that to be entirely wrong, this is what I've experianced thusfar gimping recoveries. (one instance of this was against a rather good CF in Omega Ferox. I got the dair spike on the tip of the sword, as he jumped into it instead of me doing a rising dair. He tried to recover, but I had chased him a little to make sure he died, and fair'ed him into the underside of Ferox, bouncing him off the wall and down to the pit. Unfortunately, my replays were full at the time.)Yeah, I've gotten "ken combo" off on multiple occasions, one of which happened recently pissed me off, ken combo'd someone, then the game stalled/smash logo loading forever, then it gave me a "game has been cancelled and is no contest", denying me the ability to save the replay
Holding into the stage is kinda... an old saying from Melee, but it's always applied against Marth even in Brawl. If you DI into Marth while getting hit, expect to continue getting hit.
I kinda doubt that it was a true combo in this scenario, but it's all about getting the position to do it (seeing as the dair requires you to kick them with your legs [protip: Marth kicks people when he spikes instead of hitting them with a sword]). It may have been close to real, who knows; the point I've made before was that Marth/Lucina don't combo in this game, it's always strings, but strings which you should almost always continue getting follow up hits with.
A phone video wouldnt be bad if the gameplay is atleast visible. If the quality is too bad, nothing will really be gained out of it.I did the Ken combo to a ROB though it was obvious it wasn't a “real" combo. Can't get video footage tho since I have no capture card, unless you guys wouldn't mind videos recorded by my phone...
Sounds legit.protip: If I use the word protip, it's hyperbole.
Last I checked, Ken was too busy bandwagoning Diddy.Sounds legit.
Marth's Ken Combo seems to be a real "situational" thing. Ken's probably just shaking his head in despair.
Last I checked, Ken was too busy bandwagoning Diddy.
Funny enough, I sorta agree xDThe amount of attention this thread is getting is disheartening.
I actually mentioned that earlier xD It can also be countered simply by throwing an attack that reaches at Marth (like Uair to clash with the Dair, or a Fair that reaches Marth before he can get in position), fast fall, or counter. It's a setup at best, and there are a number of options asides from double jump Dair'ing, like using Fair, Uair, etc, immediately after the DB1 comes in contact with the target.Sooo, I think I found a way to get a somewhat consistent Ken Combo? Air DB1>Doublejump dair. Gotten it to work a whole bunch of times. Can be escaped by air dodge if timed properly. Will take a video of it later.