SSBU/Ken/Combos

Intro
Below are common wordings that the player should learn to understand how Ken’s combos are written. Afterwards, there are small parts of combos and how to escape them. If they do not say how to escape them then there is no way to escape them unless the Ken player messes up. Ken’s combo game is so free form that he can basically string any small combo into another small combo multiple times with a read or frame trap in between. At the end are some difficult, long, true combos.


 * It is expected that all specials done in combos are input specials.
 * Please read through the overview page to know the abbreviations for specials’ names.
 * The version of special will be specified by saying “l.[name]” for a light special, “m.[name]” for a medium special, and “h.[name]” for a heavy special. Specials without the letter in front mean that any version is acceptable.
 * The combos list will also assume the reader understands basic smash terms and acronyms.
 * “Apex [aerial]” = doing the aerial so that the frame after hitlag ends Ken can fast fall. This usually requires Ken to delay the aerial in which the amount of delay will be different depending on the aerial.
 * “>” = do the next action in the sequence
 * “xx” = cancel the normal into the next special in the sequence

Common Links

 * > (or another aerial)
 * > (or another aerial)
 * > (or another aerial)
 * > (or another aerial)
 * > (or another aerial)
 * > (or another aerial)
 * > (or another aerial)

Normal xx Special
To combo, cancel the normals, , , , , , or into any special (except )

CK > follow up
First it should be noted that doing xx  doesn't work on everyone. This chart says how many need to be done to get CK to connect properly

’s entire game plan is to condition the opponent to SDI one way so that Ken can kill them for doing that SDI, so here are the possible follow up attacks:
 * is true at low percents and is avoided by SDIing up.  is especially good since it provides a lot of extra damage.  On most characters it can be canceled to  for more damage, but on others it will be better to cancel into  to jab lock and cover a tech.  It can also be canceled to  to move Ken closer to the opponent to apply pressure in a tech chase situation.


 * / is true at low to high percents and is avoided by SDIing away
 * Tip for doing > : time the  input so that the A button is pressed as Ken is putting his foot back down on the ground
 * is true at mid to high percents and is avoided by SDIing away
 * is true at high percents but only for a very small window. Try air dodging out of the combo but also SDI away
 * is not true but covers certain SDI and escape options. At high percents it becomes true but Ken will not get anything from it.
 * is like in that it requires very similar situations to get it.  It is used to kill when at the ledge with the spike hitbox. At high percents  >  becomes true.


 * BAir is true at high percents and is avoided by SDIing down and away


 * H.shoryu requires a small microstep forward before doing but it is a true combo. Best way to get out would be to hard SDI away or hard SDI in.
 * And there is, finally, CK > hard read: don’t get hard read.

LUTilt > UAir
Best way to get this combo is off of on an aerial opponent (ex: /sour  >  >
 * Difficulty: easy
 * Starts working on Mario at 57% (does require Mario to be in the air when hits)
 * SDI down or away makes it harder to confirm at earlier percents
 * If the opponent SDIs down Ken can do > /

NAir > SH Apex DAir
This is a solid confirm that is true up until sweet tech chases then sour  will confirm into this combo. It leads to Ken’s good air combos so that he can do even more damage and potentially KO the opponent. See LUTilt > UAir for example
 * Difficulty: moderate
 * Starts working on Mario at 45% with early, front hitbox of

UAir xx m.Shoryu
When FF >  won’t work, this combo will. has the most knockback of all versions of aerial. The timing is hard but with practice it will get easier. To get, hold the A or B buttons for 3-4 frames. See LUTilt > UAir for example.
 * Difficulty: moderate to hard
 * DI/SDI away on the especially at high percents can make  whiff.

Raging Demon (With max rage) FADC3 > sour FAir > SH Apex DAir FF > LUTilt > PJab > h.Shoryu
This is Ken and Ryu’s ToD. The video is done with Ryu but is done the exact same way for Ken and more consistently KOs with Ken. From Pennini: https://twitter.com/PenniniKen/status/1221971236219248641?s=19
 * Difficulty: hard
 * SDI Away on can make {{clr|tilt|PJab}|} whiff. SDI in on  >  xx  can make the opponent fallout Behind Ken.

The common kill confirm DI mix
Normal xx Normal xx

PTilt/PJab Jab Lock
Do the first jablock listed unless it gives a character orientation. "Front-floored" means when they are lying on their front side face down. "Back-floored" means when they are laying on their back side face up. "Head-side" means when you're standing by their head. "Feet-side" means when you're standing by their feet. Graphic by Lernonad:

PTilt > Jab1 Jab Lock
"Front-floored" means when they are laying on their front side face down. "Back-floored" means when they are laying on their back side face up. "Head-side" means when you're standing by their head. "Feet-side" means when you're standing by their feet. Graphic by Kyronic:

LDTilt xx l.Tatsu > tech chase

 * Difficulty: easy
 * Works on everyone
 * Works on Mario at 31% on no DI and no SDI
 * Floaties: DI/SDI up and away to avoid tech chase

NAir > SH Apex DAir FF > SH UAir FF > h.shoryu/IDJ DAir/IRAR BAir/FH NAir...
This combo is an example of a combination of small combos listed above put together. Once mastered it can be easy to change to cover all sorts of DI and SDI. It is an example of how to use the small combos and some imagination to come up with a larger combo to be able to KO the opponent from any percent. This could include dropping combos to do a dash forward because the opponent is heavily trying to SDI or using to condition the opponent to air dodge a certain way to then start over the combo. The difficulty in Ken’s combo game is the on the fly adaptation to the opponent’s options in disadvantage. In any event that a finisher won’t kill or set up for a tech chase, It would be best to cancel into a special. Either to deal extra damage or  to apply fear to get the opponent to make a hasty mistake and to protect against single hit reversals. An example of this would be >  xx  at low percents to push the opponent off the ledge or start a close range scramble or  >  xx  at 0% to then cover against reversals while also setting up for a shield break if the opponent shields and also allowing mobility of a dash cancel if the opponent decides to run away. There are many more niche combos (example: Funny Punch confirms) that were not listed just because of how simple and not cohesive with the rest of Ken’s combo game they are. Here are examples of some of Ken’s most creative combos by MALASA: https://twitter.com/i/events/1475325137633579013
 * Difficulty: hard

Ledge Trapping
A common setup used is the three zones. The three zones are the pressure zone, neutral zone, and distance zone. The pressure zone is when Ken is right on top of the ledge. It covers ledge getup and ledge jumps if Ken is mashing tilts. It loses to ledge attack, ledge drop aerials, and ledge roll but Ken can react to the roll and pressure that as well. The next zone is the distance zone. It is meant to cover ledge rolls to prevent losing stage control. It is also good for reacting to ledge jumps. It loses to ledge getup. The final zone is the neutral zone. It is right in between the pressure zone and the distance zone meant to be used to transition between the two other zones and react to ledge options and move there with Ken’s walk to successfully punish it. Another setup is to stand at ledge roll distance and throw a light as soon as the opponent grabs ledge. This will cause them to delay ledge getup, ledge attack, and ledge jump, for if they do this, they will get hit by the and be pushed off stage again. And if they decide to ledge roll, Ken will be right there to punish that. This will cause them to wait so that their intangibility runs out. If they ledge getup or getup attack dash in and try for a combo starter. If they jump, use an air-to-air at low percent or heavy at high percents to kill. If they roll try for a combo starter. Be ready to transition to shield pressure if they do shield. After doing this for a little bit, be prepared for hasty ledge jumps to try and get out of the way before the gets to the ledge. Finally, if the opponent decides to hang on the ledge, there are many ways Ken can counter that. Depending on the character, Ken’s, , and can hit the opponent’s ledge hang depending on the chart below.



Another way to counter ledge hangs is to use trumping. This is a way to ledge trump without having to deal with body blocking preventing ledge trumping. How to trump is listed on this character’s Tech page under COIL.

Edge Guarding
Ken won’t often go for edge guards. Really it’s best if the opponent for sure has to use their double jump. It’s not advised to edge guard if the opponent has a really long recovery and large hitbox on their Up B that could potentially stage spike Ken or worse. An example would be Byleth, Charizard, and Ken and Ryu. If possible, stuff them out before they get a chance to use their Up B. Only other time edge guarding would be beneficial would be from combos. If Ken hits a at the ledge at an early percent a cool trick would be to cancel to  and fall down then release the attack when they jump up next to Ken then dash cancel, double jump,, and cancel to  to recover back to stage. Combo notation for that would be: xx  (hold until opponent is next to Ken) > release > dash cancel > double jump >  xx.