Hokuto no Ken/Kenshiro/Combos

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Combos

Basic Combos

High Jump Combos

Kenshiro's main bread and butters are his high jump combos, nicknamed 'Hebikon' or 'Hebi Combos.' When learning Kenshiro, practice these first!

Hebi Combo

~D > 236D > air dash j.C > c.D > 236D > high jump j.A > j.B > j.A > j.B > (j.A >) j.D > land~

Kenshiro's most basic and often-used combo. The last j.A will miss if the opponent is too high in the air, and thus must be left out in some situations. The air dash j.C can be changed to j.D, or replaced with forward jump j.C > slight delay j.D if you find it difficult to perform. Cannot be used on crouching opponents except Heart, and, if you change the first far D to far C, Rei. This combo works on all characters but can be hard to pull off on Toki, against who you need to time your attacks precisely.


Toki-specific Hebi Combo

~D > 236D > forward jump j.C > delay j.D > c.D > 236D > forward jump j.A > j.B > j.A > j.D > land~

A modified version of the above combo for use on Toki. The opponent doesn't bounce as high, so some finishing options, like 236C, are harder to connect with.


After landing Kenshiro has many options for ending the combo. The most basic of these are:

No Gauge

CD or ~236C or ~FKO

Using Only Aura

~236236A > 623A

Using Only Boost

~CD > 236C+E > 623A+E

Using Boost and Aura

~CD > 236C+E > 236236A+E

Banishing Strike Combos

Kenshiro's Banishing Strike combos are quite powerful, and can be divided into two types: quick 3-star FKO combos, usually done from a hit confirmed 2B, and longer wall bounce combos that focus on damage. For the former type of Banishing Strike combo, see the Fatal KO Combos section.

There are many different possible wall bounce patterns, but for the most part they involve looping air dash attacks and the Jaraikou special, which is great for closing distance and thus lengthening the combo. As a general tip, when attempting long wall bounce combos, utilizing longer air dashes will make them much easier to perform. This is done by putting a slight delay between the air dash and the air attack.

Basic Banishing Strike Combo Starter

~2B > 236C~E > CD+E > 6~

Kenshiro's most useful Banishing Strike combo starter. Requires 1 bar of Boost. It is also possible to cancel the startup of 2D into a Banishing Strike from far D like Raoh can, but you need to be extremely close to the opponent for it to connect, making this method difficult to make use of in a real match.


Hieiken Wall Combo Starter

623B > (air dash) j.B or j.D > dash D~

While technically not a Banishing Strike combo, Hieiken causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Whether or not you are able to continue into a combo is very position dependent and requires some ad-lib.


Ryugekiko Wall Combo Starter

214A > (E >) D~

While technically not a Banishing Strike combo, Ryugekiko causes wall bounce and can be used to start a wall combo in the same manner as a Banishing Strike. Near the corner it is possible to follow up without the use of Boost.


6B Wall Combo Starter

6B(CH) > air dash j.B(+E) > dash D~

While technically not a Banishing Strike combo, 6B causes wall bounce on Counter Hit and can be used to start a wall combo in the same manner as a Banishing Strike. Quite useful as 6B is extremely effective against Guard Cancels, and is easier to use than Musou Tensei since you can simply hold forward and mash B on seeing the Guard Cancel flash.


Basic Banishing Strike Wall Combo

~c.D > D > 236D > air dash j.A > c.D > D > 236D > [air dash j.C > 236D]x2 > air dash j.D > 236236A

A basic and very damaging wall combo. The first set of c.D > D should be performed quickly, while the second is best done with a delay in between the hits.


Banishing Strike Wall Combo #1

~c.D > 236C > D > 236A > D > 236D > air dash j.C > [236D > air dash j.B]x2 > 236D > air dash j.D > 236236A

If there are too many hits in the combo leading up to the Banishing Strike the knockback will cause the combo to fail. Must be in corner at the time of connecting with close D.


Banishing Strike Wall Combo #2

~c.D > 623A > E > c.D > 236C > D > 236A > D > [236D > air dash j.C]x3 > 236D > air dash j.D > 236236A

For use from a raw Banishing Strike or other wall combo starter. Can be a little more difficult than the above combo, but has the benefit of removing 3 stars early in the combo and taking off a bit more life.

Other Basic Combos

"Better than Nothing" Combo

~2D > 623B or 236236A

Used midscreen when comboing into far D isn't possible, ie. against a crouching opponent.


2D Grave Shoot Combo

~2D > AC > D > 236D > high jump~

For use in the corner against crouching opponents. Also works midscreen if you are very close to the opponent or Boost the Grave Shoot. Can be difficult to perform on Toki, Jagi, and Mamiya.


Anti-air Grave Shoot Combo

D > AC(~E) > D > 236D > high jump~

Used after connecting with D on an airborne opponent. Depending on the distance you may need to Boost the Grave Shoot in some situations. Can be difficult to perform on Toki, Jagi, and Mamiya.

Advanced Combos

Dizzied Opponent Combos

Thanks to his high jump combos which make great use of the Chikuseki phenomenon, Kenshiro often dizzies his opponents. Once you see that you have done so, you want to immediately end your combo with a Banishing Strike, then quickly confirm your opponent's remaining stars, life, and your own available Boost and Aura. You will then use this information to select an appropriate combo to follow up with - your goal is for your opponent to start the next round with 3 stars or less, and to conserve at least one bar of Boost. Keep in mind that you can take off an extra star by doing 214C before your combo, but cannot exceed 3 stars unless you ended the combo that dizzied your opponent with a Banishing Strike. For more information see the Advanced Game Mechanics section.

2-star Zero Life Finisher

AB > 623A(+E) or CD(+E)

Used when you need to remove 2 stars but your opponent has very little life left.


3-star Ujou Finisher

c.B > 623A > (c.D >) 236C > 236236A

Uses 1 Aura. Hard to perform on Toki.


3-star Banishing Strike Finisher

c.D > D > CD > 6 > 623A > E > 236C > c.D > 236A > D > [236D > air dash j.C]x3 > 236D > air dash j.D > 236236A or dash 2B

Big damage. For use when your opponent still has a lot of health left.


4-star Ujou Finisher

c.B > 623A > c.D > CD > c.D+E > 236C > 236236A

Uses 0.2 Boost 1 Aura. Hard to perform on Toki. Will only take off 4 stars if you ended the combo that dizzied your opponent with a Banishing Strike.


4-star BD Throw Finisher

BD > 623A > CD+E > c.D+E > D > 236236A

Uses 1 Boost 1 Aura. Doesn't work on Mamiya, and can be difficult on Raoh. Does less damage than a Banishing Strike combo, so is good to use when the opponent has little health left.

Other Advanced Combos

100% Banishing Strike Combo

c.D > D > CD > 6 > 623A > 236C+E > c.D > 236A > D > {236D > air dash j.C}x3 > 236D > air dash j.C+E > CD+E > c.D+E > D > 236236A > 236236A

Uses 2 Boost and 2 Aura. Doesn't work on Kenshiro or Toki, and won't kill Raoh from full health. The final far D is not needed against Mamiya. This combo was actually discovered quite soon after the games release and does not see much use anymore, but is listed for references sake.

Dribble Combos

Kenshiro's Dribble combos are quite powerful, but require a great deal of effort to master as different recipes are used depending on location on the screen. Raoh and Toki are the exceptions to this, and for the most part you can use the most basic dribble combos on them anywhere on the screen. Unfortunately, against Toki even the most 'basic' dribble has very severe timings and is in fact quite difficult to perform.

To actually begin a dribble, it is necessary to get in a 35 or more hit air combo ended with a Kassatsu super, after which you begin bouncing your opponent off the ground using A > 2Ax4 > B, then follow with dash 2A > B repeatedly. All hits after and including the first Jaraikou are considered part of the 'air combo.' Using the A > 2Ax4 > B method it is necessary to get in 36 hits against Jagi and Juda, and 37 hits on Kenshiro. When you are not able to get in enough air hits, A > 236D > air dash j.B > 2Ax5 > B can be used after the Kassatsu instead and works from 35 hits for Kenshiro and 33 hits for all other characters(except Toki, Shin, and Mamiya). Against Toki, Shin, and Mamiya, you must always get at least 35 hits, and bounce them using A > delay 2A > B follow by repeated dash 2A's.

While possible, Kenshiro for the most part no longer makes use of Hyakuretsu combos, as they require much more meter and are are less practical than his relatively easy dribble combos.

Basic Dribble Combos

High Jump Dribble

Kenshiro's most basic dribble can be done with 1.2 Boost and 1 Aura, and requires you to be near the corner and facing the opposite direction. If your opponent is already deep in the corner when you perform the Boost jump D, you will not be able to switch sides with them and the combo will fail. The exceptions to this are Raoh and Toki, on who you can perform the basic dribble from any location on the screen.

Basic High Jump Dribble

~236D > forward jump j.B > delay j.C > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.D > 2A > Ax2 > A~E > Ax6 > A~E > Ax2 > 236236A > A > 2Ax4 > B > dash 2A > B~

The base form of the dribble, which works on Raoh, Rei, and Thouther. This combo alone has changed the Kenshiro vs Raoh matchup greatly, and puts Kenshiro on more even ground.

Against Raoh when in the corner it is important to keep him fairly high in the air throughout the beginning of the combo, and then delay the highjump very slightly after the Boost jump D, which allows you to switch sides with him.

Versus Rei you will sometimes drop the combo at the very end when doing 2Ax4 > B depending on how high he is bouncing. This is easily fixed by doing 2Ax5 > B or adding in an extra standing A before the Kassatsu.


Kenshiro-specific High Jump Dribble

~236D > forward jump j.B > delay j.C > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.D > 2A > Ax3 > A~E > Ax7 > A~E > Ax2 > 236236A > A > 2Ax4 > B > dash 2A > B~

Against Kenshiro, using close A at any point will cause the combo to drop, so it is important to follow the above recipe precisely. Differences from the basic dribble are highlighted in red.


Toki-specific High Jump Dribble

~236D > air dash j.D > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash slight delay j.A > j.B or j.C or j.D > 2Ax2 > Ax2 > A~E > Ax6 > A~E > Ax2 > 236236A > A > delay 2A > B > dash 2A~

Works from any position on the screen. The air dash during the high jump combo must be lengthened slightly or the rest of the combo will not connect. To practice this you can switch up jump B or D with jump C, which will only hit if you have delayed your attacks properly. When done deep in the corner, it is necessary to high jump towards the corner(performed as 2 > 9 from the direction you started the combo), which for some reason magically results in you high jumping in the opposite direction. If you attempt to high jump as normal you will end up doing a vertical jump and the combo will fail. In addition to this, if at any point you do close A instead of far A, the combo will fail. Also, you must hit with Kassatsu at the highest point of Toki's bounce and follow up with standing A at the fastest possible timing or, you guessed it, the combo will fail. Definitely the most difficult of all the basic dribble combos. Differences from the basic dribble are highlighted in red.


Jagi, Juda-specific High Jump Dribble

~236D > forward jump j.B > delay j.C > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.D > 2A > Ax2 > A~E > Ax7 > A~E > Ax2 > 236236A > A > 2Ax4 > B > dash 2A > B~

Against Jagi, you want the Kassatsu to hit at the highest point of his bounce after the last standing A. Also, during the A > 2Ax4 part, the timing is quicker than usual as Jagi does not bounce very high. These considerations do not apply to Juda, on who you can perform the combo as usual. Differences from the basic dribble are highlighted in red.


Shin-specific High Jump Dribble

~236D > forward jump j.B > delay j.C > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.D > 2A > Ax2 > A~E > Ax6 > A~E > Ax2 > 236236A > A > delay 2A > B > dash 2A~

Like with Jagi, Kassatsu must hit Shin at the highest point of his bounce after the last standing A. The way you start the dribble with Shin is also different from that of most characters and requires some practice to get used to. It is also possible to loop dash 2A > B if doing just dash 2A is difficult, but the way Shin bounces is a bit weird and may be hard to control. At around 50 hits you may want to switch to doing dash A > AC loops if you find yourself dropping the combo a lot. Differences from the basic dribble are highlighted in red.


Heart-specific High Jump Dribble

~236D > forward jump j.B > delay j.C > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash slight delay j.A > j.B or j.D > 2A > A > A~E > Ax7 > A~E > A > 236236A > A > 2Ax4 > B > dash 2A > B~

For some unknown reason this works, despite the fact that this is only 34 air hits. To avoid dropping Heart during the high jump portion of the combo it is necessary to do a slightly longer air dash. Differences from the basic dribble are highlighted in red.


Mamiya-specific High Jump Dribble

~236D > forward jump j.B > air dash j.B > D > 236D > air dash j.A > j.D > E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.D > 2A > Ax2 > A~E > Ax6 > A~E > Ax2 > 236236A > A > delay 2A > B > dash 2A~

The beginning is modified as using forward jump B > jump C will cause the following part of the combo to fail almost every time. The rest is done identically to the Shin-specific dribble. Overall quite difficult. Good thing no one uses Mamiya! Differences from the basic dribble are highlighted in red.

Double High Jump Dribble

A modified version of the High Jump Dribble, this combo is used when you hit the opponent at around the middle of the screen. Costs 1.2 Boost and 1 Aura. Similar to the above combo, if your opponent is already deep in the corner when you do the Boost D, you will not be able to pass through them and the combo will fail.

Basic Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > 2A > Ax2 > A~E > Ax5 > A~E > Ax4 > 236236A > A > 2Ax4 > B > dash 2A > B~

Works on Rei and Thouther. Also works on Raoh but is mostly pointless since you can use the most basic High Jump Dribble on him from anywhere on the screen. On Thouther it is necessary to delay the first high jump slightly, or the air combo will fail.


Kenshiro-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > 2A > Ax3 > A~E > Ax7 > A~E > A > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

Like other dribbles done on Kenshiro, you must use far A at all times, as connecting with close A will cause the combo to fail. Differences from the basic dribble are highlighted in red.


Toki-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B or j.C or j.D > 2Ax2 > Ax2 > A~E > Ax6 > A~E > Ax2 > 236236A > A > delay 2A > B > dash 2A~

Differences from the basic dribble are highlighted in red.


Jagi-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > 2A > Ax2 > A~E > Ax5 > A~E > Ax3 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

Kassatsu must hit Jagi at the highest point of his bounce. Differences from the basic dribble are highlighted in red.


Juda-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > 2A > Ax2 > A~E > Ax5 > A~E > Ax4 > 236236A > A > 236D > air dash j.B > 2Ax3~5 > B > dash 2A > B~

Differences from the basic dribble are highlighted in red.


Shin-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > 2A > Ax2 > A~E > Ax5 > A~E > Ax4 > 236236A > A > delay 2A > B > dash 2A~

Differences from the basic dribble are highlighted in red.


Heart-specific Double High Jump Dribble

~236D > high jump j.A > j.B > j.A > j.C > delay j.D~E > high jump j.A > j.B > j.A > j.B > j.A > j.B > air dash j.A > j.B > A > A~E > Ax7 > A~E > A > 236236A > A > 236D > air dash j.B > 2Ax3 > B > dash 2A > B~

Differences from the basic dribble are highlighted in red.


Advanced Dribble Combos

Boost Jump D Dribble

For use when you score a hit on your opponent in the area between midscreen and just before the corner - there needs to be some space between your opponent and the wall at the time of the jump D hitting or you will not be able to switch sides. Requires 1.2 Boost and 1 Aura.

Basic Boost Jump D(2 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 2A > A > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > Ax2 > B > D > A+E > Ax4 > A~E > Ax4~5 > 236236A > A > 2Ax4 > B > dash 2A > B~

Works on Rei. The trick is to press Boost as soon as you hit with jump D - if done correctly it will hit twice and you will land on the other side of your opponent. Landing recovery cancel can be done by inputting a move the instant you touch the ground, which allows you do perform an action without first waiting to recover. After you Boost the jump D you land very quickly, so you pretty much just press AC immediately after Boosting. When slightly farther away from the corner, changing the beginning of the combo to ~236D > forward jump j.B > delay j.D~E > 2A > A > D > 236D~ puts you in a better position.


Kenshiro-specific Boost Jump D(2 hit) Dribble

~236D > air dash slight delay j.D~E > landing recovery cancel AC > 2A > A > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > Ax3 > A~E > Ax7 > A~E > Ax2 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

The air dash jump D will miss if you do it instantly, so you need to do a slightly longer air dash. Differences from the basic dribble are highlighted in red.


Jagi-specific Boost Jump D(1 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 4B > c.D > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > B > D > A+E > Ax4 > A~E > Ax5 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

After the Grave Shoot you actually need to walk backwards ever so slightly, which can be done by just holding the lever back when inputting B. Differences from the basic dribble are highlighted in red.


Juda-specific Boost Jump D(1 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 2B > c.D > D > 236D > slight delay forward jump j.A > j.B > j.A > j.B > j.D > 2A > Bx2 > D > A+E > Ax4 > A~E > Ax4~5 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

Differences from the basic dribble are highlighted in red.


Juda-specific Boost Jump D(1 hit) Dribble #2

~236D > air dash j.D~E > landing recovery cancel AC > 2B > c.D > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > c.B > Bx2 > D > A+E > Ax4 > A~E > Ax4 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

Used when you end up deep in the corner after switching sides. Differences from the basic dribble are highlighted in red.


Shin-specific Boost Jump D(2 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 2A > A > D > 236D > forward jump j.A > j.B > j.B > j.A > j.D > 2A > A > B > D > A+E > Ax4 > A~E > Ax5 > 236236A > A > delay 2A > B > dash 2A~

To make sure you get a 2-hit jump D, you need to delay it slightly after air dashing. In cases when the Boost jump D only does one hit, it is still possible to continue the combo by doing the below combo. Differences from the basic dribble are highlighted in red.


Shin-specific Boost Jump D(1 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 2B > 2A > A > D > 236D > forward jump j.A > j.B > j.B > j.A > j.D > 2A > B > D > A+E > Ax4 > A~E > Ax6 > 236236A > A > delay 2A > B > dash 2A~

While possible to perform away from the corner, the timing is quite severe. When near the corner you will get close D instead of far D, which makes the rest of the combo much easier. Differences from the basic dribble are highlighted in red.


Thouther-specific Boost Jump D(1 hit) Dribble

~236D > air dash j.D~E > landing recovery cancel AC > 2A > c.D > 236D > forward jump j.B > j.A > j.B > j.A > j.D > c.B > Bx2 > D > A+E > Ax4 > A~E > Ax5~6 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

For use when the Boost jump D hits once. Whether it hits onces or twice is dependent on the length of your air dash. If you air dash then instantly do a jump D, it will hit once, whereas if you delay the jump D slightly it will hit twice. Differences from the basic dribble are highlighted in red.


Thouther-specific Boost Jump D(2 hit) Dribble

~236D > air dash j.D~E > c.B > D > 236D > forward jump j.B > j.A > j.B > j.A > j.D > c.B > Bx2 > D > A+E > Ax4 > A~E > Ax5~6 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2.A > B~

For use when the Boost jump D hits twice. Differences from the basic dribble are highlighted in red.


Banishing Debounce Dribbles

A dribble done by 'debouncing' an opponent in the wall bounce state using a Banishing Strike. This type of dribble can be done on characters deep in the corner. The combo requires 1 Aura and 1.4~1.5 Boost for Rei and Juda, and 2.2 Boost for all other characters when done on a grounded opponent. However, with a little bit of ad-lib you can do this combo from any Banishing Strike combo starter, which in some cases allows you to perform it with little or even no starting Boost.

The basic flow of a debounce dribble goes like this: first, you must get your opponent into wall bounce state, either by a Banishing Strike or other means like a 6B counter hit. From there, you use standing A, 236D > air dash jump A, or 236A to create a gap between your opponent and they wall by increasing the knockback, then follow with standing A or jump A as necessary to adjust their height in relation to the ground. When hitting an opponent with a weak attack during wall bounce they lose height, and hitting them with a strong attack will cause them to gain height up to a certain amount of hits. For the debounce dribble you want your opponent to be very close to the ground before hitting them with a Banishing Strike, which removes them from the wall bounce state and allows you to continue the combo with a Boost 2B followed by a Grave Shoot. After that you can use the same recipes outlined in the Boost Jump D Dribble section

The below recipes show just one starting option, for use from an air dash attack on a grounded opponent. As long as you follow the above pattern, you can turn any wall bounce hit into a dribble combo. Note that Banishing Debounce Dribbles cannot be used on Toki, Mamiya, or Heart.

Basic Banishing Strike Debounce Dribble

Air dash j.B > 2B > delay D > CD > 6 > 2C > CD > E > 2B > AC > 2B > c.D > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > A > B > D > A+E > Ax4 > A~E > Ax5 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

For use on Rei. If you do not delay the input of the first D you will end up getting close D instead of far D, and will not be able to combo into a Banishing Strike.


Juda-specific Banishing Strike Debounce Dribble

Air dash j.B > 2B > delay D > CD > 6 > 2C > CD > E > 2B > 2C > AC > A > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > Bx2 > D > A+E > Ax4 > A~E > Ax5 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

Differences from the basic dribble are highlighted in red.


Shin-specific Banishing Strike Debounce Dribble

Air dash j.B > 2B > delay D~E > CD > 6 > 236D > air dash j.B > j.A > CD > E > 2B > AC > 2B > 2A > A > D > 236D > forward jump j.A > j.B > j.B > j.A > j.D > 2A > B > D > A+E > Ax4 > A~E > Ax6 > 236236A > A > delay 2A > B > dash 2A~

Must Boost the far D or you will be too far away for the Banishing Strike to connect. Differences from the basic dribble are highlighted in red.


Thouther-specific Banishing Strike Debounce Dribble

Air dash j.B > 2B > delay D~E > CD > 6 > 236D > air dash j.B > j.A > CD > E > 2B > AC > 2A > D > 236D > forward jump j.B > j.A > j.B > j.A > j.D > c.B > Bx2 > D > A+E > Ax4 > A~E > Ax5 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

Must Boost the far D or you will be too far away for the Banishing Strike to connect. Differences from the basic dribble are highlighted in red.


Kenshiro-specific Banishing Strike Debounce Dribble

Air dash j.B > 2B > delay D~E > CD > 6 > 236D > air dash j.B > j.A > CD > E > 2B > AC > 2B > 2A > A > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2Ax3 > Ax2 > A+E > Ax5 > A~E > Ax3 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash 2A > B~

Must Boost the far D or you will be too far away for the Banishing Strike to connect. When comboing in the corner on the side of your own health bar, Yuyu Special(explained in the next section) should be used as it requires less meter and is much simpler to perform. Differences from the basic dribble are highlighted in red.


Other Advanced Dribbles

The four types of dribbles covered so far make up Kenshiro's 'standard' dribble arsenal. With a little bit of ad-lib these recipes can be modified for use from an anti air far D, air to air jump A, or even reversal uppercut - once you have the fundamentals down the possibilities are endless! To prevent this page from becoming overly long, this final section will only list unique combos that could not be figured out by simple experimenting.

Yuyu Special

~236D > highjump rising j.B > j.B > delay, falling j.B > 2A > A > D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > Ax3 > A~E > Ax7 > A~E > Ax2 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash A > B~

A very specialized dribble for use only on Kenshiro, and only in the corner on the side of your health bar. Costs 1 Boost 1 Aura, but can be done from 0.3 Boost/Aura if meter gain is possible at the beginning of the combo and your opponent was standing when hit. Versus a crouching opponent, an extra use of Movement Boost is required so you will need 1.2 Boost. Specifically, you will need to do something like ~2A > 2B > D~E > 236D~ as far D will not hit a crouching opponent from its usual distance.


Yuyu Special Throw Version

Throw > c.D > 236D > forward jump j.B > air dash j.B > 2A > A > c.D > 236D > forward jump j.A > j.B > j.A > j.B > j.D > 2A > Ax3 > A~E > Ax7 > A~E > Ax2 > 236236A > A > 236D > air dash j.B > 2Ax5 > B > dash A > B~

Extremely difficult. Boosting the air dash jump B will make it slightly easier, but still a very hard combo to perform.


Dribble Followups

You may be wondering what to do once you actually get your opponent bouncing. Nothing is set in stone, but as a general guide you should continue with dash 2A > B until you reach around 50 to 56 hits, at which point your opponent should be bouncing quite high. From this point you can switch to dash A > A, timing your blows to hit as your opponent begins to fall. At 60 to 66 hits they will be bouncing even higher, and you can start doing forward jump A > jump A, timed so that one hits while you are rising up, and one when you are on the way down. Although it will take a while, you can continue doing this until your opponent dies or time runs out. On Toki and Shin you may want to to do dash A > AC instead of dash A > A if you find you are dropping them often.

Once they are really bouncing you can pretty much do whatever you want as long as you keep hitting them, so experiment. To kill your opponent a bit faster you can do loops of A > 236C or 623A, jump A > jump A > jump C, or even A > 2A > c.D > D > 236D > air dash slight delay j.A > j.B

One important trick that it is good to practice is known as the 'elevator,' and can be performed by doing A > AC > slight delay j.A > [j.A]xn. You never land and just need to keep hitting your opponent as they bounce back up to you. The reason this technique is so awesome is that during a Grave Shoot combo, the rate at which both you and your opponent gain Boost and Aura is extremely slow. Then, when your opponent is near death, you can land and do A > [mash 2A]xn or loops of c.D > 214C, which will max out your meter while giving your opponent very little.


Throw Combos

Kenshiro has a fairly decent normal throw, which accents his corner mixup nicely. His BD throw also sees quite a bit of use, as he dizzies his opponents more than any other character. The Dizzied Opponent Combos and Fatal KO Combos sections cover BD throw combos.

Basic Corner Throw

Throw > 2A > c.D > (D >) 236D > high jump combo~

Works against all characters in the corner. Possible to perform midscreen as well with the use of Boost.


Kenshiro, Rei-specific Midscreen Throw #1

Throw > D > 236D > air dash j.D > D > 236D > high jump combo~

For use on Kenshiro and Rei from a midscreen throw. The timing on the first D is very severe but worth practicing.


Kenshiro, Rei-specific Midscreen Throw #2

Throw > 2A > D > 236D > air dash j.D > D > 236D > air dash j.A > j.D > 623A

Easier to pull off than the above combo, but less flexible.


Midscreen Throw Finisher

Throw > D+E > 236C > 236236A

A 2-star combo for finishing off the opponent from a midscreen throw. Only requires 0.2 Boost.


Fatal KO Combos

1-star 2D Grave Shoot FKO

~2D > AC(+E) > c.D > CD > FKO+E

Uses 1 Boost.


1-star High Jump FKO #1

~high jump combo > CD > FKO+E

Uses 1 Boost.


1-star High Jump FKO #2

~high jump combo > 236236A > FKO

Uses 1 Aura.


2-star High Jump FKO

~high jump combo > CD > 236C+E > FKO+E

Uses 1 Boost. Doesn't work on Raoh or Toki.


2-star Raoh-specific High Jump FKO

~high jump combo > CD > c.D+E > 236C > FKO+E

Uses 1 Boost.


3-star Hit Confirm Banishing FKO

2Bx1~2 > 236C~E > CD+E > 6 > c.D > 623A > FKO+E

Uses 1 Boost. Kenshiro's most practical 3-star FKO, which is both simple to do and very easy to confirm from 2B.


3-star Heart, Shin-specific High Jump FKO

~high jump combo > 236236A > A > CD > 623A+E > FKO+E

Uses 1 Boost 1 Aura.


3-star Jaraikou FKO

~236D > air dash j.A > j.D > 623A > CD+E > c.D+E > 236C > FKO+E

Uses 1.2 Boost. Doesn't work on Raoh or Toki.


4-star BD Throw FKO #1

BD > 623A > CD+E > c.D+E > 236C > FKO+E

Uses just 1.2 Boost!


4-star BD Throw FKO #2

BD > 2A > D > 236C+E > CD+E > c.D+E > 623A > FKO+E

Much easier to perform than the above combo, but requires 2 Boost.

Other Important Combos

Quick Overhead

Air dash j.B > (j.A >) 2A > 2B~

Insanely fast overhead. Mostly for use in the corner. The j.A is a mixup option that will hit opponents who are expecting you to do an air dash j.B > 2B.


Quick Overhead Mixup Option #1

Air dash j.B > j.A > 214A > 2A > D~

A mixup option for the above pattern. Extremely risky, but effective if used sparsely.


Quick Overhead Mixup Option #2

Air dash j.B > j.A > 214A~E > Throw

Another mixup option. The Shichishiki sound and animation play but you land without the move actually hitting, and quickly perform a throw. Almost impossible to react to unless you know it is coming.


High-low Setup

6A > 2B+E > c.D~

Not very efficient use of meter when you consider that air dash jump B is faster and doesn't cost anything to use, but it doesn't hurt to have this in your arsenal. Similar to Raoh's 6B > 2B setup, this can difficult to block even when you are expecting it.


Raoh, Heart-specific Overhead Setup

Forward jump j.A > j.B > j.B > j.B > (j.A >) 2B~

A gimmicky but truly unfair setup for use against Raoh and Heart in the corner. The trick is to make your opponent standing guard the first j.A, which you input as soon as possible after jumping. After that they will be hit if they try to switch to low guard, which usually happens after the second or third hit.

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