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Combo List - Kenshi No Beard Zone - Frothy's Kenshi Kombo Emporium


Hey guys,

Pig's "One Thread For Everything" is a mess right now, by no fault of his. We need to split things up, and have a separate resource for combos that is easy to find.

This thread is going to be about OPTIMAL BNB COMBOS PER METER. What this means is that I want to compile the absolute most essential BnB combos for every situation based off of his main footsie tools and punish strings. We'll mostly be doing 0 or 1-bar combos here, and probably 2-bar resets for Kenjutsu. Let's not add a bar for 2% because it's swag, let's keep it real with stuff we're actually going to use in a tournament setting.

Since I am not a moderator anymore for reasons unknown to me, I cannot curate this thread as effectively as I would like to. I'd like to ask that you help me help you. Please follow the below posting guidelines so that things may be kept neat and tidy.

First and foremost, please make it painfully obvious what variation your combo is for. In addition, please think before posting a combo -- Is your combo better than a comparable combo listed in this thread? Are you sure? If so, why? Please include all of that with any combos you submit so we can evaluate if it truly is better, or is at least a worthy sidegrade (I.e. A certain string is better in matchup-specific punishes, or better vs. "heavy" fighters / "light" fighters). This is not so say "My word is law, I am the best, I am infallable." Far from it. I'm garbage. I just want the combos listed to not be overwhelming, I want what is here to make sense and be appropriate for the character with as little bloat as feasible.

Thanks for reading. The next three posts will all be dedicated to each of Kenshi's three variations: Kenjutsu, Balanced, and Possessed.

Here is, and I hope this is the last time I post this in this subforum, a quick run-down of what all of the notation in the following posts mean. If something is similar to what's listed here but not quite the same, I encourage you to use that noggin and try to figure out what we're saying -- it's usually a lot easier than you think.

Number = Xbox = Playstation
1 = X = Square
2 = Y = Triangle
3 = A = X
4 = B = Circle

f = forward
b = back
u = up
d = down
jip = jump in punch
jik = jump in kick
njp = neutral jump punch
njk = neutral jump kick
xx or ~ = cancel (i.e. f32 xx db1, which could also be written f32 xx rising karma)
EN or EX = Enhanced move (i.e. db1+block, also could be written db1+blk, db1 EX, EX db1, EX rising karma, EX rk, etc.)
 
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KENJUTSU

Here's a video I made of some of Kenshi's midscreen Reset BnBs. These could change in the future as better combos are discovered, but these are a sound starting point:


Midscreen (no 50/50 setup)
:
b1~rk, d2 27% (?) (any non-launching starter works here, F32/B32 do not, F3/B3 alone do)

Midscreen w/ 50/'50 setup
:
b1~rk, d1~EX DB4, JI.2~d1 50/50 combo here
114~rk, d1~EX DB4, JI.2~d1 50/50 combo here
4~rk, d1~EX DB4, JI.2~d1 50/50 combo here

50/50 Combos:
F2~EX DF1, B1~DB4 (Note you can turn this into yet another Vortex if you EX the DB4, if you have the meter)
B3~EX DF1, B1~DB4

Corner:
 
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BALANCED

This section by @Blackula

***I'm not listing 111 as a combo starter because you can do 11 and get more damage.***
***I'll add damage and hit counts later. I just want to get these listed for people to start using them.***
***For the ones after the combo starter I do not list run, if you find it difficult to land the next hit without running, simply run. I just listed these like this because they could be done without running***
***All combos listed are meterless. If you change the ending from SC or TF to X-Ray, you can make these combos X-Ray combos***

Blackula set up his combo guide differently. Do the "combo starter" in bold first, and then you can follow it up with any of the options underneath it. For example, two potential combos are 11~RK, F32~SC and 11~RK, run~1, F32~SC. it makes sense if you pay attention​

11~RK
f32~SC or TF 6/25, 8/26
run 1, f32~SC or TF 7/26, 9/27
run 43~SC or TF 7/26, 9/27
run 1, 43~SC or TF 8/27, 10/28
421~SC or TF 7/22, 9/23
run 1, 421~SC or TF 8/23, 10/24

114~RK
f32~SC or TF 7/26, 9/26
run 1, f32~SC of TF 8/26, 10/27
run 43~SC or TF 8/26, 10/27
run 1, 43~SC or TF 9/27, 11/27
run, 421~SC or TF 8/23, 10/24
run 1, 421~SC or TF 9/24, 11/25

211~RK
f32~SC or TF 7/27, 9/28
1, f32~SC or TF 8/28, 10/29
43~SC or TF 8/28, 10/28
1, 43~SC or TF 9/28, 11/29
421~SC or TF 8/24, 10/25
1, 421~SC or TF 9/25, 11/26


32~RK

f32~SC or TF 6/27, 8/28
run 1, f32~SC of TF 7/28, 9/29
run 43~SC or TF 7/28, 9/29
run 1, 43~SC or TF 8/29, 10/30
421~SC or TF 7/24, 9/25
run 1, 421~SC or TF 8/25, 10/26


322~RK

f32~SC or TF 7/27, 9/28
1, f32~SC of TF 8/28, 10/29
43~SC or TF 8/28, 10/28
1, 43~SC or TF 9/28, 11/29
421~SC or TF 8/25, 10/25
1, 421~SC or TF 9/25, 11/26

b32~RK
run f32~SC or TF 6/30, 8/31
run 1, f32~SC of TF 7/31, 9/32
run 43~SC or TF 7/31, 9/32
run 1, 43~TF 10/32
run 421~SC or TF 7/27, 9/28
run 1, 421~SC or TF 8/28, 10/29

f32~RK
run f32~SC or TF 6/32, 8/33
run 1, f32~SC of TF 7/33, 9/34
run 43~SC or TF 7/33, 9/34
run 1, 43~SC or TF 8/34, 10/34
run 421~SC or TF 7/29, 9/30
run 1, 421~SC or TF 8/30, 10/31

Corner combos

b32~RK, f3~RK, 1,1,1,1, 43~SC 13/43
f32~RK, f3~RK, 1,1,1,1, 43~SC 13/45
 
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POSSESSED

Here is a quick run-down of most of my Possessed BnBs as of Day 1. Keep in mind these could change, but this is a solid starting point for now. Notations coming soon.

Midscreen
44, 43(2hits)~EX DB4, NJP, RUN~43(3 hits)~BF3 33%
421~EX DB4, NJP, walk forward 1, 43(3 hits)~BF3 34% (The difference between this and the above combo is the 44 has less YOLO factor on the EX DB4, but this is better as a fast punish, both are useful)

(tele) NJP, walk forward 1, F32~EX DB4, F32~BF3 36%
(tele) NJP, walk forward 1, walk forward 1, walk forward 1, F32~BF3 26%
B32~EX DB4, (step forward) NJ2, RUN~1, 43(3 hits)~BF3 37%
F32~EX DB4, (step forward) NJ2, RUN~1, 43(3hits)~BF3 39% (Big punish vs. very negative blocked moves)

Corner
B32~EX DB4B, NJP, JIP, F32~BF3
421~EX DB4B, NJP, JI.2, 1, 1, 43(3 hits)~BF3 35%
 
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Reserved for OTHER. Things like Projectile Reflect combos and other oddities will go here as they are discovered.
 
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NorCalSamurai

Bacon Lettuce Tomato
KENJUSTU

The best damage I've gotten meterless on a 50/50 is this, hunting for a better option:

(F2/B3)~db1, d1~db4 22/20% Can get an extra percent with bf3 as the ender if you don't mind the position switch.

Pretty basic stuff, but I like going for the 50/50 after ex db4 even if I'm out of meter. If you get it it's like 42% for a bar, if you don't you're at -10.


Also, @FrothyOmen, why are you using the bf2 ender in your 50/50 list? db4 is 1% more damage and it seems bf2 leaves them out of range for anything that you could use the extra frame advantage for.
 
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@NorCalSamurai that's a good point, you are probably correct that the db4 ender is better. Leaves your opponent within range for you to continue your oki game, most likely. I will play with that and probably update the combos to represent that.
I'm not entirely sure why I didn't think of that before, I guess I was so easy working on the hard stuff I forgot the easy things :D
 

NorCalSamurai

Bacon Lettuce Tomato
@NorCalSamurai that's a good point, you are probably correct that the db4 ender is better. Leaves your opponent within range for you to continue your oki game, most likely. I will play with that and probably update the combos to represent that.
I'm not entirely sure why I didn't think of that before, I guess I was so easy working on the hard stuff I forgot the easy things :D
Lol, understandable. With this much info, some will slip through the cracks. And yeah, leaves you in a good footsie range for f2, b3, or b1 whiff punishing on certain wakeups. Also it'd be good to get used to doing db4, as all you have to do to turn it into a vortex is pull the trigger.
 

Darko82

Noob
Here are some combos I have found for the Possesed Variation. I hope you guys find them useful. I believe they are all practical except a few that I noted. I listed the damage percentages for each one. The number in parentheses is with JI2 start which only added 1% in most cases.
These are all 1 bar combos.

POSSESSED

Midscreen

1 Bar

B32 Starter
(JI2), B32xxEX DB4, (step) NJ2, RUNxxD1, 43(3 hits)xxBF3 37% (38%)

F32 Starter
(JI2), F32xxEX DB4, (step) NJ2, 1, 43(3hits)xxBF3 39% (40%)

alternate
Note: I found this combo first and I think it is on the same level execution wise.
(JI2), F32xxEX DB4, NJ2, DASH, 1, 43(3hits)xxBF3 39% (40%)

44 Starter
(JI2), 44, 43(3hits)xxEX DB4, RUNxx43(3hits)xxBF3 32% (34%)

alternate
Note: very difficult, I believe the F32 after the 44 is a 2f link, however, if you catch the 2nd frame and
not the first the EX DB4 will miss.

(JI2), 44, F32xxEX DB4, 43(3hits)xxBF3 34% (36%)

114 Starter
(JI2), 114xxEX DB1, BF3 23% (25%)

421 Starter
(JI2), 421xxEX DB4, NJ2, (step) 1, (step) 1, 43(3hits)xxBF3 35% (36%)

NJ2 Starter
NJ2, JI2, B1xx EX DB4, (step) 43xxBF3 33%

alternate
NJ2, JI2, RUNxx43xxEXDB4, RUNxx43xxBF3 33%
 
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Darko82

Noob
No problem. This was just the most optimal 1 bar for each string I figured I would be using and thought I would share. Over the next few days I will be doing 1 bar corner and meterless midscreen and corner for them as well.
 
@Blackula can you help me fill out the balanced combo section for this thread? You seem to be playing that one so definitely want to catalog what you've got so far!

@Darko82 all your combos are added, and I optimized a few a little bit for 1 more % damage or easier execution
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player

NO BEARD KENSHI IS BEST KENSHI​

Hey guys,

Pig's "One Thread For Everything" is a mess right now, by no fault of his. We need to split things up, and have a separate resource for combos that is easy to find.

This thread is going to be about OPTIMAL BNB COMBOS PER METER. What this means is that I want to compile the absolute most essential BnB combos for every situation based off of his main footsie tools and punish strings. We'll mostly be doing 0 or 1-bar combos here, and probably 2-bar resets for Kenjutsu. Let's not add a bar for 2% because it's swag, let's keep it real with stuff we're actually going to use in a tournament setting.

Since I am not a moderator anymore for reasons unknown to me, I cannot curate this thread as effectively as I would like to. I'd like to ask that you help me help you. Please follow the below posting guidelines so that things may be kept neat and tidy.

First and foremost, please make it painfully obvious what variation your combo is for. In addition, please think before posting a combo -- Is your combo better than a comparable combo listed in this thread? Are you sure? If so, why? Please include all of that with any combos you submit so we can evaluate if it truly is better, or is at least a worthy sidegrade (I.e. A certain string is better in matchup-specific punishes, or better vs. "heavy" fighters / "light" fighters). This is not so say "My word is law, I am the best, I am infallable." Far from it. I'm garbage. I just want the combos listed to not be overwhelming, I want what is here to make sense and be appropriate for the character with as little bloat as feasible.

Thanks for reading. The next three posts will all be dedicated to each of Kenshi's three variations: Kenjutsu, Balanced, and Possessed.

Here is, and I hope this is the last time I post this in this subforum, a quick run-down of what all of the notation in the following posts mean. If something is similar to what's listed here but not quite the same, I encourage you to use that noggin and try to figure out what we're saying -- it's usually a lot easier than you think.

Number = Xbox = Playstation
1 = X = Square
2 = Y = Triangle
3 = A = X
4 = B = Circle

f = forward
b = back
u = up
d = down
jip = jump in punch
jik = jump in kick
njp = neutral jump punch
njk = neutral jump kick
xx or ~ = cancel (i.e. f32 xx db1, which could also be written f32 xx rising karma)
EN or EX = Enhanced move (i.e. db1+block, also could be written db1+blk, db1 EX, EX db1, EX rising karma, EX rk, etc.)
Thank u!!!
This is needed and I just don't have time to restructure that thread lol
 

Histrionik

Wake-Up Rolls, bitch.
I'm sure Blackula's got you covered, but here's what I'm using in the balanced variation so you'll have it in the meantime:

B32 // F32 // 114 low // mid // 10f
xxDB1, Run, F32xxBF3 31 // 33 // 26%

B1 // 441 mid // 10f
xxDB1, F32xxBF3 31% // 26%

The B32, F32, and B1 combos can have X-Ray at the end instead of BF3 for 53-55% damage.

I'm liking 441 as my 10f punish, just because it can used as a sort of mix-up with the 4 D4 string being overhead and safe on block. I'm sure something is there with 44, 43xxDB1 but my run combo execution is still meh.

Also, hello fellow Kenshi players! ^_^
 

Blackula

I SEE EVERYTHING!
Balanced BnBs

***I'm not listing 111 as a combo starter because you can do 11 and get more damage.***
***I'll add damage and hit counts later. I just want to get these listed for people to start using them.***
***For the ones after the combo starter I do not list run, if you find it difficult to land the next hit without running, simply run. I just listed these like this because they could be done without running***
***All combos listed are meterless. If you change the ending from SC or TF to X-Ray, you can make these combos X-Ray combos***
***Added hit counts and damage in this format. hit count/damage. The first set of numbers is when you end in spirit charge. The second set of numbers is when you end in tele flurry.

11~RK
f32~SC or TF 6/25, 8/26
run 1, f32~SC or TF 7/26, 9/27
run 43~SC or TF 7/26, 9/27
run 1, 43~SC or TF 8/27, 10/28
421~SC or TF 7/22, 9/23
run 1, 421~SC or TF 8/23, 10/24

114~RK
f32~SC or TF 7/26, 9/26
run 1, f32~SC of TF 8/26, 10/27
run 43~SC or TF 8/26, 10/27
run 1, 43~SC or TF 9/27, 11/27
run, 421~SC or TF 8/23, 10/24
run 1, 421~SC or TF 9/24, 11/25

211~RK
f32~SC or TF 7/27, 9/28
1, f32~SC or TF 8/28, 10/29
43~SC or TF 8/28, 10/28
1, 43~SC or TF 9/28, 11/29
421~SC or TF 8/24, 10/25
1, 421~SC or TF 9/25, 11/26


32~RK

f32~SC or TF 6/27, 8/28
run 1, f32~SC of TF 7/28, 9/29
run 43~SC or TF 7/28, 9/29
run 1, 43~SC or TF 8/29, 10/30
421~SC or TF 7/24, 9/25
run 1, 421~SC or TF 8/25, 10/26


322~RK

f32~SC or TF 7/27, 9/28
1, f32~SC of TF 8/28, 10/29
43~SC or TF 8/28, 10/28
1, 43~SC or TF 9/28, 11/29
421~SC or TF 8/25, 10/25
1, 421~SC or TF 9/25, 11/26

b32~RK
run f32~SC or TF 6/30, 8/31
run 1, f32~SC of TF 7/31, 9/32
run 43~SC or TF 7/31, 9/32
run 1, 43~TF 10/32
run 421~SC or TF 7/27, 9/28
run 1, 421~SC or TF 8/28, 10/29

f32~RK
run f32~SC or TF 6/32, 8/33
run 1, f32~SC of TF 7/33, 9/34
run 43~SC or TF 7/33, 9/34
run 1, 43~SC or TF 8/34, 10/34
run 421~SC or TF 7/29, 9/30
run 1, 421~SC or TF 8/30, 10/31

Corner combos

b32~RK, f3~RK, 1,1,1,1, 43~SC 13/43
f32~RK, f3~RK, 1,1,1,1, 43~SC 13/45
 
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Darko82

Noob
@Blackula can you help me fill out the balanced combo section for this thread? You seem to be playing that one so definitely want to catalog what you've got so far!

@Darko82 all your combos are added, and I optimized a few a little bit for 1 more % damage or easier execution
I figured there could be some improvement.
I also found this combo. I believe this is the best 10f punish for 1 bar midscreen.

43(2hits)xxEX DB4, NJ2, step 1, 43(3 hits), BF3 35%

Also, I found some tele oki that might be useful.

After EX DB1, since it is HKD & very positive on hit, you can tele and it is 5f reversal safe. (tested on Cassie)

Throws can beat this, but you can delay the tele so the NJ2 is meaty. However, if they reversal you can be caught.
I haven't looked into meaty options from this if they delay wakeup yet, but I wanted to post this so people could start looking into it.
 
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@Darko82 I've gotten it a few times, seems like a very tight "link"

But, what cassie is going to do full screen back flips anyways, and if i convince them to do that, then I open them up to hit them with other stuff, pretty nifty I guess
 

Darko82

Noob
@Darko82 I've gotten it a few times, seems like a very tight "link"

But, what cassie is going to do full screen back flips anyways, and if i convince them to do that, then I open them up to hit them with other stuff, pretty nifty I guess
Yeah, I tested it first against Sub's slide then went to Kung Lao's spin. It was pretty tight on the spin and I actually didn't think it would work on Cassie. Against her it would probably be better to pressure with run.
 

Darko82

Noob
@Darko82 I've gotten it a few times, seems like a very tight "link"

But, what cassie is going to do full screen back flips anyways, and if i convince them to do that, then I open them up to hit them with other stuff, pretty nifty I guess
They won't do full screen back flips. They will react to the tele with it. I tested it.

I probably wouldn't use this on Cassie since it feels like a 1f link, but anyone with a 6f+ reversal is fair game.