Ken's REAL Combo Trials

Created by Flamemaster (CFN: Flamemaster73)

Demos Recorded by Slippaz

Link to Combo List

Foreword (it's like an online recipe cause you're gonna COOK afterwards, there has to be a long preamble about my life story):

I'm the kind of player that likes to lab a character's combos first.  I started this game by doing Ken's combo trials, and practicing them once a day until I could get through them all pretty quickly.  Some of these trials aren’t very good, though they do offer a bunch of useful combo pieces for Ken players to pick up and practice.  I always try to dissuade prospective Ken players from doing the same as me, since we know so many better combos now compared to day 1.  I figured they should practice a combo routine based on that, and I realized I could just be the one to make it.  So here it is.  Hopefully it doesn’t suck.

I’ll try to organize these similar to the in-game combo trials.  Beginner is for very simple combos, there won’t be much here honestly since most of the ‘good’ combos are a bit trickier.  Intermediate will have some more links, maybe a drive rush, or just longer combos in general.  Advanced will be combos that involve delays, or just very long sequences.

Note: “xx” in a combo refers to a cancel, AKA the move before the “xx” is canceled into the special/super after the “xx”.  This is included to better differentiate cancels vs links or juggles.

Damage/oki numbers have not been updated after the year one patch, these combos should still work though.

Beginner

Beginner 1: 5MK MK HK

Damage: 1410

Knockdown Advantage: +32

Position: Any

Demo

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Hey look it’s me stealing from an actual combo trial.  5MK is a good poke for Ken, and being able to do this target combo after it is important.  Even more important however, is trying to hit confirm into the second hit instead of just pressing it every time.  Since the third kick whiffs on crouching opponents, anyone will be able to get a huge crouching attack punish after blocking the second hit.  Set the dummy to block randomly, and try to practice only continuing the combo if it isn’t blocked.  It’s fine if you struggle doing this, and it’s fine if you’re only able to confirm it on counter hit or punish counter.

Beginner 2: 2LP 5LP 5LP xx 623HP

Damage: 1790

Knockdown Advantage: +25

Position: Any

Demo

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The classic 3-lights into a special.  You can mix and match a lot of the lights here, I just picked a fairly simple sequence that I end up pressing a lot.  The ideal sequence is 5LP 2LP 5LK, since the 5LK has the farthest range and is thus the least likely to whiff, but this requires linking from 2LP instead of doing a chain, which is a bit trickier and easier to drop.  The damage is the same, so don’t worry about not necessarily being ‘optimal’ here, but you should practice the 5LP 2LP 5LK version too.  If the lights aren’t connecting, make sure you’re getting them as a chain and not linking them (which Ken can do, though the pushback will make the third whiff unless you specifically do the 5LP 2LP 5LK version), so the green startup frames for the second two lights shouldn’t appear on the frame meter.  Like with Beginner 1, you should practice hit confirming this.  Set the dummy to block randomly, and begin by doing the DP at the end only if the first light hits.  Then level up by confirming into DP if the second light hits as well.  You won’t be able to hit confirm off just the third light hits (unless you have legendary reaction times), so don’t worry about that.  Finishing with a heavy DP will set you up perfectly for a meaty DI in the corner, which you should use, but not abuse.

Beginner 3: 5LK xx 623HP

Damage: 1560

Knockdown Advantage: +25

Position: Any

Demo

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Wait, isn’t this easier than the combo above?  It’s less hits!  Having less hits in the combo also means less time to actually do the DP input properly, which is something newer players may struggle with, so I included it as a trial here.  As I said above, you’re not going to be hit confirming this off a single light, but that’s not the purpose of this combo.  Ken has quite a few ways to end up +5 off part of his block pressure being a counterhit, but out of range where 5MP will connect for the target combo (examples are the low followup of jinrai and step kick).  Being able to convert this stray hit into a knockdown is very powerful, especially as you can cancel this DP into a full animation level 3 super.

Beginner 3b: 5LK xx 214KK

Damage: 1650

Knockdown Advantage: +28

Position: Midscreen Preferred

Basically the above combo, but spending meter instead for corner carry.  When you have a lot of meter and this will corner your opponent, this is sometimes preferable, though I don’t ever recommend burning yourself out over it, or doing it while already in the corner.  For reference, if your opponent backrises, this will corner them starting from round start distance.

Beginner 4: 2LK 2LP xx 214LK 623MP

Damage: 1940

Knockdown Advantage: +33

Position: Any

Demo

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The best meterless damage you’re going to get starting from lights that doesn’t involve the chin buster target combo.  While you can again do this with most of Ken’s lights, doing this from a 2LK makes this a toes-check that you can convert a lot of damage from up close, such as after a safe jump setup (when the opponent is blocking high for the jump in) if you instead do empty jump into 2LK.  You may note that doing only a single light into the tatsu will do more damage (1970), but the importance of adding the 2LK before it not only adds the low, but also makes the combo hit-confirmable, which is something you should practice.  The medium DP needs to be done as soon as Ken is actionable or it will whiff, you do not have enough frames for a heavy DP here.

Beginner 5: (PC) 5HP 2MK xx 623HP

Damage: 2580

Knockdown Advantage: +25

Position: Any

Demo

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A simple, meterless combo you can do off landing a punish counter 5HP.  Make sure to have level 3 super when you attempt this combo, and that it doesn’t come out by mistake when inputting the heavy DP (this will help ensure your inputs are clean).  Note that this combo will not connect from some of the max ranges of 5HP, especially if you hit an opponent’s extended hurtbox.  In those cases, the best meterless combo you will get is 5HP KK 623P (2660 damage, +22), though this gives you very little time to hit confirm the 5HP, which is the main advantage of the 2MK variant.  If you struggle to input the DP after the 2MK, inputting the motion as 323 instead of 623 may be easier for you.

Beginner 5b: (PC) 5HP 2MK xx 214HK

Damage: 2260

Knockdown Advantage: +36

Position: Midscreen Preferred

Standing Opponents Only

A corner carry variant of the above combo for less damage.  Will corner opponents from slightly farther than round start distance.  Make sure you confirm that the opponent is not crouching when you hit the 5HP, otherwise the heavy tatsu will whiff and you will be sad.

Beginner 6: j.HP 2HP xx 214LK 623MP

Damage: 3070

Knockdown Advantage: +33

Position: Any

Demo

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The best meterless damage you can get from a jump in HP.  While you may not find yourself doing this specific combo a lot, the main thing you’ll want to be practicing from this combo is getting the j.HP into 2HP true on a normal hit, since this will be useful in other situations, such as after a stun.  This specific combo is very unsafe if blocked (without spending meter), so I don’t recommend doing it unless you can confirm that the j.HP will likely hit (such as if they whiff a fireball, which would make this a punish counter combo).  If you want to practice a hit confirm version of this combo, replace the 2HP with 2MP (which is safe on block when not canceled), and confirm into the tatsu only if the j.HP connects (this should do 2970 damage).

Intermediate

Intermediate 1: 2LP 5MP HP xx KK ~ 214K

Damage: 1640

Knockdown Advantage: +43

Position: Midscreen Preferred

Demo

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This is it.  Possibly Ken’s most important bread-and-butter combo.  If you only learn one combo from this entire set, it should be this one.  Huge corner carry, and amazing knockdown advantage that can set up into whatever oki you want.  If you’re struggling with the first part (2LP into 5MP), omit it at first and just practice doing the target combo into run tatsu.  The main reason that the 2LP is added here is to reinforce that adding 2LP to this setup will generally add damage when going for run tatsu (when doing other routes, like from a 2MK drive rush), but will result in lower damage for other routes, such as the next combo.  If you ever have an opportunity to land this combo from midscreen distance, doing so to corner your opponent is rarely a bad idea.

Intermediate 2: 5MP HP xx KK ~ 623K 623HP

Damage: 2540

Knockdown Advantage: +26 (switches sides)

Position: Cornered Preferred (as in you’re in the corner)

Demo

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A combo that some would argue is more important and character defining than Intermediate 1.  If you only learn two combos from this set, let it be these two.  Access to not only a meterless side switch, but one that does a fairly hefty amount of damage is instrumental in Ken’s ability to force opponents into the corner from just about anywhere.  Be sure to wait until after the side switch to input the DP (or other followup), as otherwise you may get unwanted results.  As I mentioned above, adding a 2LP to the start of this will lower the damage, so when it can be avoided it is best to do so.  By omitting the heavy DP at the end, the frame advantage will become +42, which sets  up for a safe jump, which can be extremely useful in certain situations (an example is after a perfect parry, where the damage is scaled to the point where the missing DP damage is less important).  However, replacing the DP gives Ken a lot of freedom that helps to define his strengths as a character.

Intermediate 2b: 5MP HP xx KK ~ 623K 214KK

Damage: 2595

Knockdown Advantage: +27 (switches sides)

Position: Preferred when you are nearly cornered

Demo

Intermediate 2c: 5MP HP xx KK ~ 623K 214214K (SA1)

Damage: 2870

Knockdown Advantage: +33-34

Position: Any

Demo

Intermediate 2d: 5MP HP xx KK ~ 623K 236236K (SA2)

Damage: 3255

Knockdown Advantage: +36 (switches sides)

Position: Any

Demo

Intermediate 2e: 5MP HP xx KK ~ 623K 236236P (SA3)

Damage: 3970 (CA: 4245)

Knockdown Advantage: +15 (CA: +21) (switches sides)

Position: Any

Demo

Run dragonlash allows Ken to link into whichever super he chooses, which is perfect for closing out early rounds or burning out your opponent while only spending what’s necessary.  Note that since the SA1 switches sides, you’ll end up on the same side as where you started.  Going forward, I’ll generally only refer to the supers as SA1/2/3 instead of their full button inputs.  Not to completely gloss over combo 2b, using OD tatsu is a good way to fully corner an opponent if you landed this hit slightly out of the corner.  However, I would not recommend using this combo route unless your drive gauge was fairly high (above 4 bars at least), since you will have less meter to actually pressure the corner with afterwards, and the distance is not worth burning yourself out for.  Many times, a combo to get this side switch will also involve a drive rush cancel, in which case spending an extra 2 bars on top of that is basically never worth it.

Intermediate 3: DI (blocked) 5HP xx 236HK 6HK 623MP

Damage: 2440 (3060 if the DI was not blocked)

Knockdown Advantage: +33

Position: Corner Only (DI must wall splat)

Demo

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Ken’s optimal meterless wall splat combo (that does not require any delays, 2HP 236HK dl.6LK 623HP does 8 more damage, and I do not recommend doing it).  Against a grounded opponent in the corner, this should always connect when each move is done as fast as possible, no delays are necessary.  If you hit an opponent higher up on the wall (such as out of their jump), it may be possible to get a heavy DP at the end instead.  Note that since you can only use a medium DP, this means that this combo does not allow you to slot in a full-cinematic SA3.  To get a meterless SA3, you can do 5HP xx 236HK SA3 (do not cancel the jinrai, it is a link instead for higher damage).

Intermediate 4: (PC) 5HK DR 5HP xx KK ~ 623P

Damage: 2297

Knockdown Advantage: +22-23

Position: Midscreen

Demo

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A fairly standard conversion after landing a punish counter 5HK.  You should be able to land this even from the farthest ranges of 5HK by itself, though it may not be possible if that range is further extended by hitting an opponent’s outstretched hurtbox.  Delaying the DP slightly will give slightly further corner carry at the cost of one frame of advantage, and doing so is necessary if you want to get a full-cinematic SA3 at the end.  DR here refers to drive rush, specifically by inputting MKMP (Parry) 66 (or the more common shortcut of 6 -> 6MKMP).  As in the game’s combo trials, this combo can be landed without the drive rush 5HP, but doing so helps it connect better at further ranges and gives a significant damage increase.

Intermediate 5: 5HP DRC 5HP 5MP HP xx KK ~ 623P xx SA3

Damage: 4523 (CA: 4773)

Knockdown Advantage: +15 (CA: +21)

Position: Any

Demo

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It’s Ken 5HP, sometimes you’re going to just throw it out in neutral and find a random hit.  This combo will help you practice converting that hit into a lot of damage with a simple drive rush combo.  DRC refers to drive rush cancel, inputted by pressing MPMK during the cancellable frames of the 5HP.  You can also do it with a 66 input (double-tapping forward), but don’t do that.  Many of you may note that this isn’t necessarily the ‘optimal’ ender for this combo, as you could do more damage with run dragonlash instead of run DP here (it will do 49 more damage).  However, this combo is in my opinion by far easier, due to giving you more time to input the SA3, and not requiring a link into it.  At the end of a tense match, when you know any SA3 combo will kill, there is significant value in doing an easier combo that you’re less likely to drop, and that is why this is included as a trial here.

Intermediate 6: 5MP HP xx KK ~ HK xx SA2

Damage: 3180

Knockdown Advantage: +36

Position: Any

Demo

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A strong way to convert Ken’s target combo into SA2 without switching sides.  Since the SA2 has quite a bit of corner carry on it already, this will corner an opponent from round start distance.  Generally, you’ll only be using this combo to burn your opponent out, as run tatsu can be used for corner carry, or the super meter can be saved for an SA3 otherwise.  Part of the reason I included it as a trial is due to the tricky input, doing the quarter circle motions for the SA2 too early will result in a dragonlash instead of the step kick, so practicing this combo should help to clean up your inputs a bit.

Intermediate 7: (PC) 236PP DR 5HP xx KK ~ 623P

Damage: 2724-3120

Knockdown Advantage: +22

Position: Full Screen

Demo

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Practicing this combo may prove a bit difficult, as while it is possible to use the fireball from far enough away to connect everything, it will be much easier in practice to use this combo for its intended purpose, which is as a fireball punish.  To practice, simply record the training dummy inputting a fireball, then start the playback and counter with your own OD fireball from round start distance.  The extra frames from the fireballs colliding should give you plenty of time to connect the drive rush 5HP afterwards.  Canceling this into run DP gives very good corner carry, and will work regardless of how far away the 5HP hits.  Other routes worth mentioning are run tatsu, which will not knock down but lead to a mixup, or the 5MP HP target combo, which may connect if you are able to get the 5HP close enough.  Damage can vary if you miss the first hit of the run DP, don’t input it instantly if at max range on the 5HP.

Advanced

This section may be rather large, as I am putting any combo involving a delay here, which is quite a few.

Advanced 1: 5MP HP xx 236MK dl.6HK 623HP

Damage: 2600

Knockdown Advantage: +26-27

Position: Corner

Demo

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Ken’s optimal corner damage combo from his target combo.  The followup from MK jinrai can be input with a delay of 21, 22, or 23 frames, of which a 22 or 23-frame delay are required for this combo to connect (the dl in dl.6HK indicates that some delay is necessary, I’ll always try to explain what that entails here).  Both will lead into the heavy DP at the end, though a 22-frame delay will give an extra frame of leniency (this can cause the DP to connect lower and give a +26 knockdown advantage).  Stopping this combo after the 236MK will yield a safe jump, which can be good to keep in mind if you land this outside of the corner, where you will not be able to hit a DP afterward even if you land the followup HK.

Advanced 2: 2MK DRC 2HP xx KK ~ LK 5MP HP xx KK ~ 623P

Damage: 2180

Knockdown Advantage: +22

Position: Any

Demo

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Our first run-stop combo, and one of the two situations where it is important to do so.  If you are struggling with the run-stop, I recommend setting the dummy to punish counter and practice doing (PC) 2HP xx KK ~ LK.  When done correctly, you should have 7 frames of advantage afterwards.  Once you’re comfortable with that part, slowly add the followup afterwards and the starter one at a time until you have the whole combo down.

Advanced 3: (PC) DI j.HK dl.KK ~ 623K 623HP

Damage: 3220

Knockdown Advantage: +26

Position: Cornered Preferred

Demo

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A high-damage way to side switch from a DI without spending more meter.  j.HK here refers to Ken’s neutral jump HK (sometimes referred to as 8HK), which needs to be hit fairly close to the ground to connect.  A decent way to time it is to press the button as soon as you see the “PUNISH COUNTER” text disappear, after holding up during the zoom in to make sure you jump as early as possible.  If you’re struggling with the timing on j.HK, you may find it easier to time with j.HP instead, which only loses 80 damage.  The run cannot be started instantly after landing the aerial, or Ken will run past the opponent.  The delay here is fairly lenient, though difficult to quantify due to some variability on when the j.HK is landed.  I’ve found that delaying as little as 2 or as many as 8 frames both can work though, while a delay of only 1 frame will cause it to miss.  If you’re struggling with the delays, and still want a version of this combo, from landing a DI at close range you can do backdash, 5HP xx KK ~ 623K 623HP for the same 3140 damage you get by using j.HP, but with no delays.  However, this setup will not work from a farther range DI, whereas the range on j.HK is much larger.

Advanced 4: j.HP 2HP xx 236HK dl.6LK 236LK 6LK 623HP

Damage: 3430

Knockdown Advantage: +27

Position: Corner

Demo

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Our first Jinrai loop, offering a high-damage way to end any combo that we can route into 2HP.  In this combo it is routed after a jump in HP, but you can simply start with the 2HP, or even the 236HK if you want to just practice the loop part.  The LK followup of heavy jinrai can be delayed between 13 and 18 frames, with a delay of either 17 or 18 required for it to connect in this combo.  After it does, the rest of the combo can be executed with no delays.  Everyone uses a different method to help them time this correctly, some use the position of Ken’s leg, others the animation of the opponent, or based on sound, so find whatever works best for you. Once you have the combo down, we can incorporate this piece as an ender with an SA3 conversion in the next combo.

Advanced 5: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6HK xx SA3

Damage: 4260 (CA: 4510)

Knockdown Advantage: +16 (CA: +21)

Position: Corner

Demo

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This last part is generally the optimal way to end a combo into SA3 once at the corner.  The added pieces of difficulty here are the link from 5MP to 2HP (if you press the HP too early, you’ll get the target combo instead), and the cancel from the 6HK follow up at the end (note that it’s using 6HK instead of 6LK like the previous combo).  You can practice each of these separately, by setting the dummy to punish counter you can simply do (PC) 5MP 2HP to practice that link, and the jinrai loop into SA3 can be replaced at the end of Advanced 4, though it will require hitting the rest of the jinrai loop.  The delay required on the first jinrai is the same as above, requiring either 17 or 18 frames of delay before the 6LK.  To end this combo with a different super, see the following:

Advanced 5b: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6LK SA1

Damage: 2797

Knockdown Advantage: +34 (switches sides)

Position: Corner

Demo

Advanced 5c: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6LK SA2

Damage: 3277

Knockdown Advantage: +36

Position: Corner

Demo

Generally these will only be done to either finish a round, or burn an opponent out.  Ending in SA1 will switch sides and corner yourself, so using it outside of a round-ending situation is not recommended.  Delays required on the first jinrai are the same as in previous combos.

Advanced 6: 5HP DRC 5HP 2MP DRC 5HP 5MP HP xx KK ~ 623K SA3

Damage: 5146 (CA: 5396)

Knockdown Advantage: +16 (CA: +21) (switches sides)

Position: Midscreen

Demo

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Let’s take a break from jinrai loops and instead do a double drive rush combo, or a cashout combo that you might use to end the round from connecting a stray hit. Getting used to the timing of DRC 5HP 2MP DRC is important, and if you’re struggling with this, I recommend setting your drive gauge to fixed (effectively infinite), and just practicing this loop over and over again until you’ve got it down solid).  Ending with the run dragonlash route is helpful for a few reasons: it is slightly easier than the next combo, which is more optimal, and it allows you to finish with SA1 or SA2 instead, which may save meter in an earlier round.  However, for a midscreen SA3 ender, the following combo will be more damage, at the cost of higher execution required.

Advanced 7: 5HP DRC 5HP 2MP DRC 2HP xx KK ~ LK 2MP xx 236MK 6HK xx SA3

Damage: 5309 (CA: 5559)

Knockdown Advantage: +16 (CA: +21)

Position: Midscreen

Demo

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The optimal way to convert into SA3 from a midscreen drive rush combo.  Even in the corner, this is only slightly less damage than the truly optimal routes (the ending used in Advanced 5), so practicing this and using it every time when you want to end with SA3 will serve you well.  The run stop here is necessary in order to be close enough to connect the SA3 after the jinrai launcher, and including a 2HP in the combo forces the opponent to stand so it cannot whiff.  Be careful about inputting the SA3 too early and canceling the first kick of the jinrai instead of the followup, you will lose a significant amount of damage.

Advanced 8: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK 6K xx SA3

Damage: 5032 (CA: 5282) (Damage will be higher if the DI connects instead)

Knockdown Advantage: +16 (CA: +21)

Position: Corner (DI must wall splat)

Demo

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The infamous triple jinrai loop.  The delays possible on the OD jinrais range from 12 frames to 20, with a delay of 17 frames or greater required for the first one to connect.  After that, the delays required become extremely variable, depending on how low the next OD jinrai connects (it can be delayed to hit lower, which will require less delay on the followup).  If the final OD jinrai connects low enough, no delays will be required for the final 6MK 6K.  This is Ken’s maximum damage after a wall splat, and can be very useful for closing out a round after catching your opponent with a DI in the corner (maybe a meaty one after a 623HP?).  Comboing instead into SA1 or SA2 will look like the following:

Advanced 8b: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK SA1

Damage: 3512 (Damage will be higher if the DI connects instead)

Knockdown Advantage: +33 (switches sides)

Position: Corner (DI must wall splat)

Demo

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This involves comboing into the SA1 after the ground bounce of the 6MK follow up, and the timing is quite tight.  If you’re having trouble with this, replacing it instead with a 6HK, and juggling into the SA1 (it may require a slight delay) only loses 64 damage (the knockdown advantage can also increase to as much as +38).

Advanced 8c: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK xx SA2

Damage: 3992 (Damage will be higher if the DI connects instead)

Knockdown Advantage: +35

Position: Corner (DI must wall splat)

Demo

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As an OD special, the jinrais can be canceled directly into SA2, with the listed spot showing the highest damage place to do it.  SA2 will still be able to connect if you do the final OD jinrai 6K followup, but some of the hits will fall out, and the overall damage is lower. Like the SA1 combo, you can also combo into this from the ground bounce of the 6MK followup, though it provides no benefit as the scaling is unchanged even in versions that do not do the full triple jinrai.

Advanced 9: (PC) DI j.HK dl.236PP 236KK 6HK dl.236KK 6MK 6K xx SA3

Damage: 5640 (CA: 5890)

Knockdown Advantage: +16 (CA: +21)

Position: Corner

Demo

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Ken’s optimal ender for a punish counter DI in the corner.  Using an OD fireball at the start scales the combo less harshly, leading to a slight increase in damage compared to using a triple jinrai loop.  Also, with proper timing on the fireball, both the immediate OD jinrai and the HK followup can be done without a delay.  The final OD jinrai may take some getting used to, but the most consistent I was able to do it was by delaying the jinrai itself slightly, and then doing the rest with no delay.  It is also possible to do the jinrai immediately, in which case delaying the 6MK will be required instead, so pick whichever you find most comfortable.  Routing into SA1 or SA2 is the same as in Advanced 8b and 8c.

Advanced 10: (PC) KK ~ 214K 2MP xx 214LK 623MP

Damage: 3405

Knockdown Advantage: +33

Position: Midscreen

Demo

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Ken’s optimal meterless midscreen punish counter.  You may see this combo and think it seems easy, but I recommend practicing it in an actual situation of punishing your opponent’s reversal.  Set the dummy to block everything, then use their reversal move on block (something like a super or an EX DP), then jab them once, block the reversal, and try to land this in response.  Some characters are definitely easier than others to hit this on, so try it out on the characters you play against often.

Note: Combo routes from (PC) 5HP xx 623MK and (PC) 2MK xx 623KK against crouching opponents were not included to save a bit of space, since they are pretty niche combos and they are both in-game combo trials for Ken.  I do recommend practicing them if you want a more optimal punish to sweeps, or moves like Blanka’s slide.  This doc is also missing the optimal corner DI combo, which is j.HK 236MK dl.6HK 623HP.  I may add this as an advanced trial at some point, but ending on 10 seems like a good number for now.

Expert

This section will include any combo that requires a 1f delay, a microwalk, or other very precise setup.  It will also include combos that are not necessarily optimal, but look cool, and are worth learning because what’s the point in playing Ken if you’re not going to style on your opponent from time to time?

Expert 1: (PC) KK ~ MK 2MP DRC 5HP (microwalk) 5MP DRC 5HP 2MP DRC 5MP 2HP 236HK dl.6LK 236LK 6HK xx SA3

Damage: 6167 (CA: 6417)

Knockdown Advantage: +16 (CA: +21)

Position: You must reach corner before the end of the combo, which you will from round start distance
Demo

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Ken’s microwalk combo, starting from his best starter of run overhead.  If you’re ambitious, I recommend practicing this like Advanced 10, where you try to hit it against an actual reversal.  If you’re struggling with it, you can instead just use a close-range 5HP instead and do the same combo.  To perform the microwalk, continue to hold forward after you do the drive rush 5HP, and delay the 5MP by exactly 2 frames.  Delaying it by one frame will not yield a microwalk, and delaying it by 3 frames will cause the combo to drop.  If it is delayed by exactly 2 frames, you will recover a sliver of drive gauge, allowing you to perform the third drive rush.  The corner carry on this combo is enough that you will reach the corner even from round start distance, but if you don’t, the best ender will be to use the route in Advanced 7.  If you start the combo with run tatsu (KK ~ 214K) instead of the overhead kick, the damage will be reduced to 6073 (CA: 6323), though it makes it much easier to reach the corner for the optimal ender (and can be easier to land against some reversals).

Expert 2: j.HP 2HP xx 236HK dl.6LK 236KK 6HK dl.236KK 6MK 6K xx SA3

Damage: 5735(CA: 5985)

Knockdown Advantage: +16 (CA: +21)

Position: Corner

Demo

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A much stronger variant of the corner jinrai loops that requires a frame-perfect delay.  Instead of the 2-frame window from Advanced 4, this combo requires you to delay the 6LK by exactly 17 frames, or the OD jinrai afterward will whiff.  No delay is required on the followup of the first OD jinrai, and delaying the second one will remove any need for delays on its followups.

Expert 3: (PC) DI j.HK DR 2MP DRC 2HP xx 236HK 236KK 6HK dl.236LK dl.6LK SA2

Damage: 4404

Knockdown Advantage: +35

Position: Corner

Demo

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A combo I learned from watching Uriel Velorio, an extremely stylish way to convert from a corner PC DI into a super of your choice.  I chose SA2 here for this combo, but it can be replaced with SA1, or the 6LK switched for 6HK xx SA3.  You may need to delay the 2MP slightly on the drive rush or you will hit below your opponent and miss, but the 2HP, HK jinrai, and OD jinrais should all be done immediately after each other.

Expert 4: (PC) DI j.HK 623KK 623KK SA1

Damage: 3720

Knockdown Advantage: +34-35 (switches sides)

Position: Any

Demo

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A triple side switch, what more could you ask for?  The j.HK needs to be hit fairly high up (timing as the “PUNISH COUNTER” text disappears should still work), the first OD dragonlash should only hit one time.  If you get both hits of the first OD dragonlash, the second one will not connect.

Expert 5: (PC) DI j.HP DR 2MP xx KK ~ 214K DR 5MP xx KK ~ 214K 623HP

Damage: 3125

Knockdown Advantage: +26

Position: Cornered

Demo

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Why switch sides with your opponent when you can just take them to the other side of the screen instead?  This combo is very tricky to land, and some notes about it can be found here: https://vxtwitter.com/Arredo515/status/1675135857781514243?t=1cjtF6m-G-4eQzfysbruoQ&s=19

The key details are that the j.HP needs to be hit very low (timing as the banner goes away helps as per usual), and the second drive rush needs to be input with a 446 input, since they will be behind you as you start the input.  Similarly, inputting the DP with a crosscut input (4123HP) helps it be more consistent.  The first run tatsu should hit three times in nice, even intervals, which is a good indication that you’re doing the combo correctly.

Expert 6: j.MP xx 214KK 623KK SA3

Damage: 5990 (CA: 6315) (Increases to 6130/6455 damage if the first hit is PC)

Knockdown Advantage: +16 (CA: +21)

Position: Specific air-to-air (see notes)

Demo

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This combo requires specific setups to get a 2-hit air OD tatsu.  Here are some situations you can use to create them:

  • Block the OD DPs of either Luke, Rashid, or Juri, and then framekill with a 2LP
  • Block Manon’s SA2 while standing (holding parry will work), then framekill with a 2LP
  • Whiff a grab on a forward-jumping opponent while at +1 (you can set this up by making the dummy forward jump on wakeup, then doing throw, forward dash, throw

After you have the setup, jump towards the opponent with an immediate j.MP, cancel immediately into OD tatsu and it should hit twice.  Then use OD dragonlash and a super of your choice upon landing.  As this will not fully scale the super, it leads to huge damage without burnout, especially noticeable with SA2 since that is usually scaled to its more harsh 40% minimum (5285 damage if the first hit is PC, 5145 otherwise).

Expert 7: (PC) 5HK DR 5HP xx 623KK 236KK dl.6HK DR dl.SA2

Damage: 3521

Knockdown Advantage: +35

Position: Any

Demo

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From a combo sent to me that was attributed to RushG, we have a raw drive rush into SA2 ender for maximum flair.  Getting the super at the end to connect is extremely difficult, as doing it too early or too late into the drive rush will whiff.  Even getting it the first time for this trials doc took me doing it on 50% speed at first, but that’s why it’s a trial.


Combo List:

Beginner 1: 5MK MK HK

Beginner 2: 2LP 5LP 5LP xx 623HP

Beginner 3: 5LK xx 623HP

Beginner 4: 2LK 2LP xx 214LK 623MP

Beginner 5: (PC) 5HP 2MK xx 623HP

Beginner 6: j.HP 2HP xx 214LK 623MP

Intermediate 1: 2LP 5MP HP xx KK ~ 214K

Intermediate 2: 5MP HP xx KK ~ 623K 623HP

Intermediate 3: DI (blocked) 5HP xx 236HK 6HK 623MP

Intermediate 4: (PC) 5HK DR 5HP xx KK ~ 623P

Intermediate 5: 5HP DRC 5HP 5MP HP xx KK ~ 623P xx SA3

Intermediate 6: 5MP HP xx KK ~ HK xx SA2

Intermediate 7: (PC) 236PP DR 5HP xx KK ~ 623P

Advanced 1: 5MP HP xx 236MK dl.6HK 623HP

Advanced 2: 2MK DRC 2HP xx KK ~ LK 5MP HP xx KK ~ 623P

Advanced 3: (PC) DI j.HK dl.KK ~ 623K 623HP

Advanced 4: j.HP 2HP xx 236HK dl.6LK 236LK 6LK 623HP

Advanced 5: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6HK xx SA3

Advanced 6: 5HP DRC 5HP 2MP DRC 5HP 5MP HP xx KK ~ 623K SA3

Advanced 7: 5HP DRC 5HP 2MP DRC 2HP xx KK ~ LK 2MP xx 236MK 6HK xx SA3

Advanced 8: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK 6K xx SA3

Advanced 9: (PC) DI j.HK dl.236PP 236KK 6HK dl.236KK 6MK 6K xx SA3

Advanced 10: (PC) KK ~ 214K 2MP xx 214LK 623MP

Expert 1: (PC) KK ~ MK 2MP DRC 5HP (microwalk) 5MP DRC 5HP 2MP DRC 5MP 2HP 236HK dl.6LK 236LK 6HK xx SA3

Expert 2: j.HP 2HP xx 236HK dl.6LK 236KK 6HK dl.236KK 6MK 6K xx SA3

Expert 3: (PC) DI j.HK DR 2MP DRC 2HP xx 236HK 236KK 6HK dl.236LK dl.6LK SA2

Expert 4: (PC) DI j.HK 623KK 623KK SA1

Expert 5: (PC) DI j.HP DR 2MP xx KK ~ 214K DR 5MP xx KK ~ 214K 623HP

Expert 6: j.MP xx 214KK 623KK SA3

Expert 7: (PC) 5HK DR 5HP xx 623KK 236KK dl.6HK DR dl.SA2


Combo List (including subcombos):

Beginner 1: 5MK MK HK

Beginner 2: 2LP 5LP 5LP xx 623HP

Beginner 3: 5LK xx 623HP

Beginner 3b: 5LK xx 214KK

Beginner 4: 2LK 2LP xx 214LK 623MP

Beginner 5: (PC) 5HP 2MK xx 623HP

Beginner 5b: (PC) 5HP 2MK xx 214HK

Beginner 6: j.HP 2HP xx 214LK 623MP

Intermediate 1: 2LP 5MP HP xx KK ~ 214K

Intermediate 2: 5MP HP xx KK ~ 623K 623HP

Intermediate 2b: 5MP HP xx KK ~ 623K 214KK

Intermediate 2c: 5MP HP xx KK ~ 623K 214214K (SA1)

Intermediate 2d: 5MP HP xx KK ~ 623K 236236K (SA2)

Intermediate 2e: 5MP HP xx KK ~ 623K 236236P (SA3)

Intermediate 3: DI (blocked) 5HP xx 236HK 6HK 623MP

Intermediate 4: (PC) 5HK DR 5HP xx KK ~ 623P

Intermediate 5: 5HP DRC 5HP 5MP HP xx KK ~ 623P xx SA3

Intermediate 6: 5MP HP xx KK ~ HK xx SA2

Intermediate 7: (PC) 236PP DR 5HP xx KK ~ 623P

Advanced 1: 5MP HP xx 236MK dl.6HK 623HP

Advanced 2: 2MK DRC 2HP xx KK ~ LK 5MP HP xx KK ~ 623P

Advanced 3: (PC) DI j.HK dl.KK ~ 623K 623HP

Advanced 4: j.HP 2HP xx 236HK dl.6LK 236LK 6LK 623HP

Advanced 5: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6HK xx SA3

Advanced 5b: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6LK SA1

Advanced 5c: 2MK DRC 5MP 2HP xx 236HK dl.6LK 236LK 6LK SA2

Advanced 6: 5HP DRC 5HP 2MP DRC 5HP 5MP HP xx KK ~ 623K SA3

Advanced 7: 5HP DRC 5HP 2MP DRC 2HP xx KK ~ LK 2MP xx 236MK 6HK xx SA3

Advanced 8: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK 6K xx SA3

Advanced 8b: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK SA1

Advanced 8c: DI (Blocked) 5HP xx 236KK dl.6HK 236KK dl.6HK 236KK dl.6MK xx SA2

Advanced 9: (PC) DI j.HK dl.236PP 236KK 6HK dl.236KK 6MK 6K xx SA3

Advanced 10: (PC) KK ~ 214K 2MP xx 214LK 623MP

Expert 1: (PC) KK ~ MK 2MP DRC 5HP (microwalk) 5MP DRC 5HP 2MP DRC 5MP 2HP 236HK dl.6LK 236LK 6HK xx SA3

Expert 2: j.HP 2HP xx 236HK dl.6LK 236KK 6HK dl.236KK 6MK 6K xx SA3

Expert 3: (PC) DI j.HK DR 2MP DRC 2HP xx 236HK 236KK 6HK dl.236LK dl.6LK SA2

Expert 4: (PC) DI j.HK 623KK 623KK SA1

Expert 5: (PC) DI j.HP DR 2MP xx KK ~ 214K DR 5MP xx KK ~ 214K 623HP

Expert 6: j.MP xx 214KK 623KK SA3

Expert 7: (PC) 5HK DR 5HP xx 623KK 236KK dl.6HK DR dl.SA2


FAQ:

  1. What does FAQ stand for?

    You might think it stands for “Frequently Asked Questions'', but it actually stands for “Future Asked Questions” because I’m writing this before anyone gets to ask me any questions.  If you have an issue with that, see question 8.
  2. Is this the best set of Ken combos to practice?

    What?  No!  I’m just some random Ken main you’ve never heard of on the internet, I’m no authority on what the best kind of practice is.  These are just the combos I would recommend drilling if you wanted to do some kind of daily combo practice, kind of like what I did starting out.
  3. There’s a lot of combos here!  Is there a way you recommend practicing them?

    If you’re completely new to the game, just start with the Beginner combos, and repeat them until you reach a consistency that you’re happy with.  Especially if you’re new to doing motion inputs, I especially recommend practicing these combos facing both directions, since only ever practicing on the P1 side might result in some trouble when you find yourself on the other side.
  4. I’m through all the beginner combos, what now?  There’s still so much!

    I mention hit confirms in a few of the beginner combos, I recommend practicing those too if you haven’t already.  Otherwise, I don’t necessarily recommend trying to memorize every single other combo at the same time, learn Intermediate 1 and 2 first, and then slowly add combos from there (not necessarily in the listed order, feel free to jump around), not moving on to the next combo until you’re comfortable with the ones you’ve got so far.
  5. Combo X works for me in practice, but I always drop it in actual matches!

    That’s just nerves, and it’s completely normal.  Practicing the combo more in training mode will help, as will just playing more against actual people.  You may also benefit from playing against AI and trying to land the combo (since it’s slightly more stressful than a training room dummy), though different people’s mileage may vary.
  6. How do I know what combo to do in the heat of the moment?

    You probably shouldn’t be deciding in the heat of the moment most of the time.  Once you’ve got your repertoire of combos that you have mastered, consider writing them down and noting what situations they’re best to do in.  I’ve done some of that work for you already in my notes to give you a start.  Do all of the thinking work about what combos to use where in advance, so in a match the only work you need to do is recognize what situation you’re in, and you should know the combo associated with it.
  7. Is this every Ken combo I’ll ever need to know?

    While I’m sure the internet will tell you that you don’t need to know almost any of these combos to hit Master, I consider it a pretty good set to know for any Ken main (excluding the Expert combos).  If you want a doc with some more combos, you can check it out here:
    Swagkage's Ken Combo Spreadsheet
  8. What am I doing here?

    You’re probably here because of question 1.  Otherwise, move on.
  9. What should I do with the Knockdown Advantage information?

    That’s for you to run your oki with!  I still consider Signia’s guide to be the Ken Bible of oki setups:
    Signia’s SF6 Ken Oki Guide.  Simply look for the associated knockdown advantage that I list for each combo, and pick out a setup, and practice that.  Practicing good oki at some skill levels can be more important than knowing really fancy combos.
  10. My damage/knockdown advantage doesn’t match what you put on the combo trial!

    Maybe I just messed up.  My bad.  For combos involving a wall splat DI, the damage numbers all assume the DI was blocked, it will be considerably higher if the DI lands.  Also remember that if the dummy is set to counterhit or punish counter, there’s a damage bonus that’s only present in my numbers when explicitly listed as the start for a combo.
  11. I hate numpad notation, can you include a version with s.HP/c.MP notation?

    No.  I’m lazy, and numpad notation is better anyway.
  12. Can I have a secret bonus combo?

    Sure.  Expert - Secret: DR (PC) 2HP xx KK ~ LK 2HP xx 236HK dl.6LK 623LP 623LP
    Corner only, requires an exactly 17f delay on the 6LK.  You need both the drive rush +4 frames and the punish counter +4 frames to combo the 2 2HP’s like that.  This is a very high damaging corner combo for punishing supers or DPs without going meter negative.
  13. Why is combo X labeled midscreen if it works in the corner too?

    Usually this is because in the corner you have access to a higher-damaging route that you should do instead, often involving a jinrai loop or the Advanced 1 combo.
  14. What about stuff ending in fireball or jinrai pressure?

    Most of those are blockstrings rather than combos (generally because they tend to start from 2MK, which isn’t hit confirmable), so this doc didn’t feel like the best place to include them.  If you want to make “Ken’s REAL Blockstring Trials”, be my guest.
  15. I’m making a Ken guide, and I want to include these!

    Go ahead!  I do ask that you at least credit me or keep my name attached to wherever these end up, otherwise that’s fine.  If you include the demo videos too, don’t forget to credit Slippaz!
  16. I am become Ken Masters.  What now?

    Well, you’re either here because you read through everything, or because you’re really bad at counting to 8 (see this for some help with that:
    https://vxtwitter.com/PhenomSF/status/1744264343351685452?t=raWKO-i86XUn_ouh1RncjA&s=19)
    Go out and play some games!  Combos in the training room are cool and all, but it’s just not the same if you aren’t hitting them in actual matches.  Best of luck on your Ken journey!