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Combo List - Kenshi "My blade thanks you" - Kenshi Kombo Thread [Updated post-XL 2.0]

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Pan1cMode

AUS FGC represent!
This post will remain updated.

Currently a work in progress.

Kenjutsu combos ripped directly from the thread by @DarksydeDash, I take no credit whatsoever, I'm just curating them all in one place. I don't use possessed nor Kenjutsu so will need some help on that.

01/23rd/2016 Edit:
The list and its notation have been polished up. The midscreen/corner combos of Kenjutsu and Balanced, and the midscreen combos of Possessed, have been updated.

06/17th/2016 Edit:
We now have midscreen 2,2 MB combos for Balanced, and Street Fighter-style JI4 combos (timed so that Kenshi doesn't switch directions during the crossup) have been added to the midscreen meterless and metered sections for every variation. A few special move input typos in Kenjutsu's metered combos (BF1 instead of DF1) have been corrected.

07/30th/2016 Edit:
Midscreen X-Ray combos for Balanced have been added.

09/21st/2016 Edit:
Possessed combos added: midscreen metered unbreakable, corner meterless and metered.

11/5th/2016 Edit:
Possessed and Balanced combos updated for Paulo's Vision 2.0: Armorless EX Rising Karma. Midscreen and corner combos, meterless and metered updated.



Notation

ATTACKS
1 – Front Punch (FP), Square on PS4, X on Xbone.
2 – Back Punch (BP), Triangle on PS4, Y on Xbone.
3 – Front Kick (FK), Cross or X on PS4, A on Xbone.
4 – Back Kick (BK), Circle on PS4, B on Xbone.

DIRECTIONS
U – UP
D – DOWN
B – BACK (away from opponent.)
F – FORWARD (towards opponent.)

JUMPS
JI – Jump In (jump towards opponent.)
NJ - Neutral Jump (jump directly up.)
NJP – Neutral Jump Punch (NJ into 1 or 2.)

OTHERS

, – Precedes the next step in a string. (Example: 1,1,4.)

+ – The button before and after it are pressed at same time. (2,1,1,2+4.)

~ – The next step in a combo, but not part of a string. (DB1~1~F3,2.)

xx – Canceled into a special. (B3,2xxBF3.)

EX – Indicates the enhanced version of a special. (EX BF3.)

MB – Indicates a Meter Burned version of a special/move. (Performed after the move animation has already begun.)

Run – (F,F+Block.) Once started, there is no delay before you can cancel it into a string. Because of this, run cancels are listed as such: 1,1,4~Run, 4,3.

Throw – Throw. (L1 on PS4, Left Bumper on Xbone.)


Sorting:
>>>MIDSCREEN / CORNER
>>Variation
>Meterless combos
>Meter combos

Color Key:
Light Grayish Azure = Kenjutsu

Red = Possessed

Blue = Balanced


---- MIDSCREEN ----

KENJUTSU

METERLESS

(9-frame startup)
[Easy] 1,1,1xxDB1~D1~B1xxDB4/BF3 | 29%
[Easy/Medium] 1,1,4~Run, B1xxDB4/BF3 | 24%/25%
[Medium] 1,1,4~Run, 4,3xxDB4/BF3 | 27 / 28%
[Jedi Master] 1,1,1xxDB1~1~B3,2xxDB4/BF3 | 29%


(11-frame startup)
[Easy] 4,4~4,3xxDB4/BF3 | 28%
[Easy] 4,2,1xxDB1~D1~B1xxDB4/BF3 | 31%
[Jedi Master] 4,2,1xxDB1~1~B3,2xxDB4/BF3 | 31 / 32%
[Jedi Master] 3,1xxDB1~1~B3,2xxDB4/BF3 | 27%/28%


(12-frame low starter)
[Easy] B3,2xxBF3 | 21%
[Easy] B3xxDB1~D1~B1xxDB4/BF3 | 26 / 27%
[Jedi Master] B3xxDB1~1~B3,2xxDB4/BF3 | 27%


(15-frame advancing mid)
[Easy] F3,2xxBF3 | 23%
[Easy] F3xxDB1~D1~B1xxDB4/BF3 | 28 / 29%
[Jedi Master] F3xxDB1~1~B3,2xxDB4/BF3 | 29%


(13-frame double-hitting advancing mid)
[Easy] B1xxDB4/BF3 | 20 / 21%
[Easy] B1xxDB1~D1~B1xxDB4/BF3 | 30 / 31%
[Jedi Master] B1xxDB1~1~B3,2xxDB4/BF3 | 30 / 31%


(18-frame overhead)
[Easy] F2xxDB1~D1~B1xxDB4/BF3 | 28 / 29%
[Jedi Master] F2xxDB1~1~B3,2xxDB4/BF3 | 29%


(SF-style crossup JI4)
[Easy] JI4~D1~4,3xxDB4/BF3 | 30 / 31%



METER

(9-frame startup)
[Easy] 1,1,1xxEX DF1~B1xxDB4/BF3 | 34 / 35%
[Easy] 1,1,1xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 45%, two bars.
[Medium] 1,1,4~Run, B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 35 / 36%
[Jedi Master] 1,1,1xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 37 / 38%


(11-frame startup)
[Easy] 4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 37 / 38%
[Easy/Medium] 3,1xxEX DF1~B1xxDB4/BF3 | 33%/34%
[Easy/Medium] 3,1xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 44 / 45%
[Easy/Medium] 4,2,1xxEX DF1~B1xxDB4/BF3 | 36 / 37%

[Easy/Medium] 4,2,1xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 47%
[Jedi Master] 3,1xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 36 / 37%
[Jedi Master] 3,1xxEX DB4~JI2, B1xxDB1~D1~4,3xxDB4/BF3 | 39%
[Jedi Master] 4,2,1xxEX DB4~JI2, B1xxDB1~D1~4,3xxDB4/BF3 | 42%


(12-frame low starter)
[Easy] B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 36%
[Easy/Medium] B3xxEX DF1~B1xxDB4/BF3 | 33%
[Easy/Medium] B3xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 44 / 45%

[Medium/Hard] B3xxDB1~D1~EX DB4~JI2, 4,3xxDB4/BF3 | 32%
[Jedi Master] B3xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 36%
[Jedi Master] B3xxEX DB4~JI2, B1xxDB1~D1~4,3xxDB4/BF3 | 39%


(15-frame advancing mid)
[Easy] F3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 38%
[Jedi Master] F3xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 38%


(13-frame double-hitting advancing mid)
[Easy/Medium] B1xxEX DF1~B1xxDB4/BF3 | 36%
[Easy/Medium] B1xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 47%
[Easy/Medium] B1xxEX DF1~Run, 2,2 MB~2,1,1,2+4~Run, 4,3xxBF3/DB4 | 48%
[Easy/Medium] B1xxEX DB4~JI2, 4,2,1xxDB1~D1~4,3xxDB4/BF3 | 42 / 43%
[Jedi Master] B1xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 39%
[Jedi Master] B1xxEX DB4~JI2, B1xxDB1~D1~4,3xxDB4/BF3 | 42%


(18-frame overhead)
[Easy] F2xxEX DB4~JI2, 4,3xxDB4/BF3 | 35%
[Easy/Medium] F2xxEX DF1~B1xxDB4/BF3 | 35%
[Easy/Medium] F2xxEX DF1~Run, D1xxEX DB4~JI2, 4,3xxDB4/BF3 | 41 / 42%
[Easy/Medium] F2xxEX DF1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 46 / 47%

[Medium/Hard] F2xxEX DB1~D1xxEX DB4~JI2, 4,3xxDB4/BF3 | 35%
[Jedi Master] F2xxDB1~1~B3,2xxEX DB4~JI2, 4,3xxDB4/BF3 | 38%
[Jedi Master] F2xxEX DB4~JI2, B1xxDB1~D1~4,3xxDB4/BF3 | 41%


(SF-style crossup JI4)
[Easy] JI4~D1~B1xxEX DB4~JI2, 4,3xxDB4/BF3 | 39 / 40%
[Medium] JI4~2,2 MB~2,1,1,2+4~Run, 4,3xxDB4/BF3 | 40 / 41%



POSSESSED

METERLESS

(9-frame starter)
1,1,1xxBF3 | 15%
1,1,4~Run, 4,3xxBF3 | 26%


(11-frame starter)
4,2,1xxBF3 | 20%
4,4~4,3xxBF3 | 26%


(12-frame low starter)
B3,2xxBF3 | 18%


(15-frame advancing mid)
F3,2xxBF3 | 20%


(13-frame double-hitting advancing mid)
B1xxBF3 | 18%


(Neutral Jump Punch - can be done from teleport)
NJP~JI2~Run, 4,3xxBF3 | 26%
NJP~Run, 1~1~4,3xxBF3 | 27%
NJP~Run under, 4~D1~4,3xxBF3 | 31%


(SF-style crossup JI4)
[Easy] JI4~D1~4,3xxBF3 | 29%



METER

(9-frame starter) (Note: 1,1,1xxDB4 no longer combos.)
[Easy] 1,1xxEX DB4,B~NJP~Run, 1~4,3xxBF3 | 33%
[Easy] 2,1xxEX DB4,B~NJP~Run, 1~4,3xxBF3 | 34%
[Easy] 1,1xxEX DB4,B~NJP, JI2, Run, F3,2~EX DB4~Run, 2,2 | 33%, restand.

[Easy] 1,1xxEX DB4,B~1~F3,2xxEX DB4~Run, 4,3xxBF3 | 41%
[Easy] 2,1xxEX DB4,B~1~F3,2xxEX DB4~Run, 4,3xxBF3 | 42%
[Easy/Medium] 1,1xxEX DB4,B~F3,2xxEX DB4~F3,2xxEX DB4~2,2 | 42%, restand.
[Easy] 1,1xxEX DB4,B~F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 44%


(11-frame starter)
[Easy] 3,2,2xxEX DB4,B~NJP~Run, 1~4,3xxBF3 | 35% (Doesn't connect on Goro.)
[Easy] 4,2,1xxEX DB4,B~NJP~Run, 1~4,3xxBF3 | 38%
[Easy] 4,2,1xxEX DB4,B~NJP~JI2~Run, F3,2xxEX DB4~Run, 2,2 | 38%, restand.
[Easy] 3,2,2xxEX DB4,B~F3,2xxEX DB4~Run, 4,3xxBF3 | 42%

[Easy] 4,2,1xxEX DB4,B~1~F3,2xxEX DB4~Run, 4,3xxBF3 | 46%
[Easy/Medium] 4,2,1xxEX DB4,B~F3,2xxEX DB4~F3,2xxEX DB4~2,2 | 46%, restand.
[Easy] 4,2,1xxEX DB4,B~F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 49%


(12-frame low starter)
[Easy] B3,2xxEX DB4~walk forward, NJP~Run, 1~4,3xxBF3 | 38%
[Easy] B3,2xxEX DB4~walk forward, NJP~F3,2xxEX DB4~Run, 2,2 | 38%, restand.
[Easy] B3,2xxEX DB4~walk forward, F3,2xxEX DB4~Run, 4,3xxBF3 | 46%
[Easy/Medium] B3,2xxEX DB4,B~F3,2xxEX DB4~F3xxEX DB4~2,2 | 45%, restand.
[Easy] B3,2xxEX DB4,B~F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 49%


(15-frame advancing mid)
[Easy] F3,2xxEX DB4~walk forward, NJP~Run, 1~4,3xxBF3 | 40%
[Easy] F3,2xxEX DB4~walk forward, NJP~F3,2xxEX DB4~Run, 2,2 | 40%, restand.
[Easy] F3,2xxEX DB4~F3,2xxEX DB4~Run, 4,3xxBF3 | 48%
[Easy/Medium] F3,2xxEX DB4,B~F3,2xxEX DB4~F3xxEX DB4~2,2 | 47%, restand.
[Easy] F3,2xxEX DB4,B~F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 51%


(16-frame advancing mid)
[Easy] F2,1xxEX DB4,B~NJP~Run, 1~4,3xxBF3 | 34%
[Easy] F2,1xxEX DB4,B~Walk forward, 1~F3,2xxEX DB4~Run, 4,3xxBF3 | 42%


(13-frame double-hitting advancing mid)
[Easy] B1xxEX DB4,B~NJP~walk forward, 1~4,3xxBF3 | 38%
[Easy] B1xxEX DB4,B~NJP~walk forward, F3,2xxEX DB4~Run, 2,2 | 38%, restand.
[Easy] B1xxEX DB4,B~1~F3,2xxEX DB4~Run, 4,3xxBF3 | 46%
[Easy/Medium] B1xxEX DB4,B~F3,2xxEX DB4~F3,2xxEX DB4~2,2 | 47%, restand.
[Easy] B1xxEX DB4,B~F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 49%


(Teleport into Neutral Jump Punch)
[Easy] DB2~NJP~walk forward, F3,2xxEX DB4~walk forward, 4,3xxBF3 | 37%
[Easy] DB2~NJP~walk forward, F3,2xxEX DB4~Run, F3,2xxEX DB1xxBF3 | 41%

(SF-style crossup JI4)
[Easy] JI4~D1~4,3(two hits)xxEX DB4~4,3xxBF3 | 39%


(Unbreakable combo :eek:)
4xxEX DB4B~EX DB4B~EX DB1~BF3 | 36%



BALANCED

Note: For more consistency, remove the standing 1 that comes before 4,3xxBF3. This usually results in a loss of 1%.

METERLESS
(9-frame punish)
[Easy] 1,1xxDB1~Run, 1~4,3xxBF3 | 27% (1,1,1 starter = same damage.)
[Easy] 2,1,1,2+4~Run, 2,2xxDB1~Run, 4,3xxBF3 | 33%


(11-frame punish)
[Easy] 3,2,2xxDB1~Run, 1~4,3xxBF3 | 30%
[Easy] 4,2,1xxDB1~Run, 1~4,3xxBF3 | 33%


(12-frame low starter)
[Easy] B3,2xxDB1~Run, 1~4,3xxBF3 | 32%


(15-frame advancing mid)
[Easy] F3,2xxDB1~Run, 1~4,3xxBF3 | 34%


(16-frame advancing mid)
[Easy] F2,1xxDB1~Run, 1~4,3xxBF3 | 28% (F2,1,1 starter = same damage.)


(13-frame double-hitting advancing mid)
[Easy] B1xxDB1~Run, 1~4,3xxBF3 | 32%


(Neutral Jump Punch)
[Easy] NJP~F3xxDB1~Run, 4,3xxBF3 | 32%


(SF-style crossup JI4)
[Easy] JI4~D1~2,2xxDB1~B1xxBF3 | 31%
[Medium] JI4~2,2xxDB1~Run, 4,3xxBF3 | 34%



METER
(Armored Launcher)
[R.I.P. In Peaches] EX DB1~Run, 1~4,3xxBF3 | 31%


(13-frame double-hitting advancing mid)
[Easy] B1xxDB1~Run, B1xxEX DB1~BF3 | 35%


(2,2 MB extender)
[Easy] 1,1xxDB1~2,2 MB~2,1,1,2+4~Run, 4,3xxBF3 | 36%
[Easy] F2,1xxDB1~2,2 MB~2,1,1,2+4~Run, 4,3xxBF3 | 37%
[Easy] 2,1,1xxDB1~2,2 MB~2,1,1,2+4~Run, 4,3xxBF3 | 40%
[Easy] 4,2,1xxDB1~2,2 MB~2,1,1,2+4~Run, 4,3xxBF3 | 41%
[Easy] B1xxDB1~2,2 MB~2,1,1,2+4~Run, 4,3xxBF3 | 40%


(SF-style crossup JI4)
[Easy] JI4~D1~2,2 MB~B1xxDB1~B1xxBF3 | 39%


(X-Ray)
[Easy] 1,1xxDB1~Run, F3,2xX-Ray | 46%
[Easy] 2,1,1xxDB1~Run, F3,2xX-Ray | 49%
[Easy] 4,2,1xxDB1~Run, F3,2xX-Ray | 51%
[Easy] B3,2xxDB1~Run, F3,2xX-Ray | 51%

[Easy] F3,2xxDB1~Run, F3,2xX-Ray | 53%
[Easy] F2,1xxDB1~Run, F3,2xX-Ray | 47%
[Easy] B1xxDB1~Run, F3,2 xX-Ray | 51%

[Easy] NJP~F3xxDB1~F3,2xX-Ray | 47%
[Easy] SF-style crossup JI4~D1~F3,2xX-Ray | 49%




---- CORNER ----

KENJUTSU

METERLESS

(9-frame startup)
[Easy] 1,1,4~D1(x5)~4,3xxDB4/BF3 | 30%
[Medium] 2,1,1,2+4~D1(x5)~4,3~DB4/BF3 | 33%
[Hard] 1,1,1xxDB1~D1(x5)~4,3xxDB4/BF3 | 33%


(11-frame startup)
[Easy] 4,4~D1(x5)~4,3xxDB4/BF3 | 30 / 31%
[Hard] 4,2,1xxDB1~D1(x5)~4,3~DB4/BF3 | 35%
[Hard] 3,1xxDB1~D1(x5)~4,3xxDB4/BF3 | 31 / 32%


(12-frame low starter)
[Hard] B3xxDB1~D1(x5)~4,3xxDB4/BF3 | 31%


(15-frame advancing mid)
[Hard] F3xxDB1~D1(x5)~4,3xxDB4/BF3 | 33%


(13-frame double-hitting advancing mid)
[Hard] B1xxDB1~D1(x5)~4,3xxDB4/BF3 | 34 / 35%


(18-frame overhead)
[Hard] F2xxDB1~D1(x5)~4,3xxDB4/BF3 | 33%



METER

Note: Versus females, if the corner combo has an EX DB4, end the combo with BF2 to keep your opponent in the corner. Normal DB4 does not connect as an ender.

(9-frame startup)
[Easy] 1,1,1xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 40%
[Easy] 1,1,1xxEX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 46%
[Medium/Hard] 1,1,1xxEX DF1~1~NJP~D2~4,3xxDB4/BF3 | 42%


(11-frame startup)
[Easy] 4,2,1xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 42%
[Easy] 4,2,1xxEX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 48 / 49%


(12-frame low starter)
[Easy] B3xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 39%
[Easy] B3xxEX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 46%
[Medium] B3xxEX DF1~Standing 1~NJP~D2~4,3xxDB4/BF3 | 41%


(15-frame advancing mid)
[Easy] F3xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 41%
[Easy] F3~EX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3~DB4/BF3 | 48%


(13-frame double-hitting advancing mid)
[Easy] B1xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 41 / 42%
[Easy] B1xxEX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 48 / 49%


(18-frame overhead)
[Easy] F2xxEX DF1~D1(x5)~4,3xxDB4/BF3 | 41%
[Easy] F2xxEX DF1~D1(x5)~4,3xxEX DB4~JI2, 4,3xxDB4/BF3 | 48%
[Medium/Hard] F2xxEX DB4~JI2~B1xxEX DF1~1~NJP~D2~4,3xxDB4/BF3 | 50%



POSSESSED

METERLESS
[Easy] 1,1,4~4~D1(x4)~4,3xxBF3 | 32%

METER

(9-frame startup)
[Easy] 1,1,4~4~D1~F3,2xxEX DB1~NJP~4,3xxBF3 | 42%
[Easy] 1,1xxEX DB4,B~slight step back, D2~D1~D1~4,3xxBF3 | 36%
[Easy] 2,1xxEX DB4,B~slight step back, D2~D1~D1~4,3xxBF3 | 37%


(11-frame startup)
[Easy] 3,2,2xxEX DB4,B~slight step back, D2~D1~D1~4,3xxBF3 | 37%
[Easy] 4,2,1xxEX DB4,B~slight step back, D2~D1~D1~4,3xxBF3 | 41%
[Hard] 4,2,1xxEX DB4,B~slight step back, D2~4~D1~D1~4,3xxBF3 | 44%

[Hard] 4,2,1xxEX DB4,B~step back, 4~D1~F3,2xxEX DB1~NJP~4,3xxBF3 | 51%
[Hard] 4,2,1xxEX DB4,B~step back, 4~D1~F3,2xxEX DB1~F3,2xxEX DB1~4,3xxBF2 | 56%
(Credit to Kamasi for these two combos.)


(12-frame low starter)
[Easy] B3,2xxEX DB4,B~slight step back, D2~D1~D1~4,3xxBF3 | 41%


(13-frame double-hitting advancing mid)
[Easy] B1xxEX DB4~slight step back, D2~D1~D1~4,3xxBF3 | 41%


(16-frame advancing mid)
[Easy] F2,1xxEX DB4,B~slight walk back, D2~D1~D1~4,3xxBF3 | 37%



BALANCED

METERLESS

(9-frame punish)
[Easy] 1,1xxDB1~F3xxDB1~4,3xxBF3 | 33%
[Easy] 1,1xxDB1~F3,2xxDB1~4,3xxBF3 | 36%
[Easy] 2,1,1xxDB1~F3,2xxDB1~4,3xxBF3 | 40%


(11-frame punish)
[Easy] 3,2,2xxDB1~F3xxDB1~4,3xxBF3 | 35%
[Easy] 4,2,1xxDB1~F3xxDB1~4,3xxBF3 | 38%
[Easy] 4,2,1xxDB1~F3,2xxDB1~4,3xxBF3 | 41%


(12-frame low starter) [Easy] B3,2xxDB1~F3xxDB1~4,3xxBF3 | 38%

(15-frame advancing mid)
[Easy] F3,2xxDB1~F3xxDB1~4,3xxBF3 | 42%


(16-frame advancing mid)
[Easy] F2,1xxDB1~F3xxDB1~4,3xxBF3 | 34%
[Easy] F2,1xxDB1~F3,2xxDB1~4,3xxBF3 | 37%


(13-frame double-hitting advancing mid)
[Easy] B1xxDB1~F3xxDB1~4,3xxBF3 | 38%
[Easy] B1xxDB1~F3,2xxDB1~4,3xxBF3 | 40%



METER

(9-frame punish)
[Easy] 1,1xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 40%
[Easy] 1,1xxDB1~F3,2xxDB1~4xxEX DB1~4,3xxBF2 | 42%
[Easy] 2,1,1xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 44%
[Easy] 2,1,1xxDB1~F3,2xxDB1~4xxEX DB1~4,3xxBF2 | 46%


(11-frame punish)
[Easy] 4,2,1xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 45%
[Easy] 4,2,1xxDB1~F3,2xxDB1~4xxEX DB1~4,3xxBF2 | 47%
[Easy] 3,2,2xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 41%


(12-frame low starter)
[Easy] B3,2xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 45%


(15-frame advancing mid)
[Easy/Medium] F3,2xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 47%


(16-frame advancing mid)
[Easy] F2,1xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 41%
[Easy] F2,1xxDB1~F3,2xxDB1~4xxEX DB1~4,3xxBF2 | 43%


(13-frame double-hitting advancing mid)
[Easy] B1xxDB1~F3xxDB1~4xxEX DB1~4,3xxBF2 | 45%
[Easy] B1xxDB1~F3,2xxDB1~4xxEX DB1~4,3xxBF2 | 47%


(Anti-Wakeup Setup)
[R.I.P. In Peaches] EX BF2~D1xxDB1~4,3xxBF3 | 30%
[R.I.P. In Peaches] EX BF2~D1(x5)~4,3xxBF2 | 30%
[R.I.P. In Peaches] EX BF2~D1~4,3xxDB1~4,3xxBF3 | 35%
 
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DevilMaySpy

Mama's Little Bumgorf
Thank you Panic Mode! You know I love organization and pretty colors. This thread will be stickied and I trust you will update it like you do for the Cassie forums.
 
This post will remain updated.

Currently a work in progress.

Kenjutsu combos ripped directly from the thread by @DarksydeDash, I take no credit whatsoever, I'm just curating them all in one place. I don't use possessed nor Kenjutsu so will need some help on that.

Notation

ATTACKS
1 – front punch (fp): square on PS4, X on Xbone
2 – back punch (bp): triangle on PS4, Y on Xbone
3 – front kick (fk): X on PS3, A on Xbone
4 – back kick (bk): Circle on PS4, B on Xbone

DIRECTIONS
u - UP
d - DOWN
b – BACK (away from opponent)
f - FORWARD (towards opponent)

JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)

OTHERS
~ - cancel
xx – cancel
(ex) – indicates EX version of a special
(MB) - indicates a MB version of a special/move
RUN – indicates a run (ff+block)
THRW - indicates a throw (L1 on PS4, Left Bumper on Xbone)
, - end of string/normal/special
> - end of string/normal/special
+ - indicates button pressed at same time

Color Key:
Green = Kenjutsu
Red = Possessed
Blue = Balanced


MIDSCREEN

KENJUTSU

METERLESS

114, RUN~43~db4/bf3 (25%/26%)

111~db1, 1, b32~db4/bf3 (31%/32%)

421~db1, 1, b32~db2/bf3 (31%/32%)

31~db1, 1, b32~db4/bf3 (30%/31%)

44, 111~db4/bf3 (24%)

f2~db1, 1, b32~db4/bf3 (31%/32%)

b3~db1, 1, b32~db4/bf3 (30%/31%)

b1~db1, 1, b32~db4/bf3 (32%/33%)

f3~db1, 1, b32xxdb4/bf3 (31%/32%)

METER

114, RUN, f32db4(ex), j2,43~db4/bf3 36-37%

111~db1, 1, b32~db4(ex), j2, 43~db4/bf3 40-41%

421~db4(ex), j2, b1~db1, d1, 43~db4/bf3 42%
43~db4(ex), j2, 43~db4/bf3 35-36%

31~db1, 1, b32~db4(ex), j2, 43~db4/bf3 38-39%
31~db4(ex), j2, b1~db1, d1, 43~db4/bf3 41-42%

f2~db1, 1, b32~db4(ex), j2, 43~db4/bf3 40-41%
f2~db4(ex), j2, b1~db1, d1, 43~db4/bf3 42-43%

b3~db1, 1, b32~db4(ex), j2, 43~db4/bf3 38-39%
b3~db4(ex), j2, b1~db1, d1, 43~db4/bf3 41-42%

b1~db1, 1, b32~db4(ex), j2, 43~db4/bf3 42-43%
b1~db4(ex), j2, b1~db1, d1, 43~db4/bf3 43-44%

f3~db1, 1, b32~db4(ex), j2, 43~db4/bf3 40-41%



POSSESSED

METERLESS
xxxxxx



METER
xxxxxx



BALANCED

METERLESS
(9 frame punish) 11~db1, RUN~43~bf3 (27%)
(11 frame punish) 421~db1, RUN~43~bf3 (30%)
(12 frame low starter) b32~db1, RUN~43~bf3 (32%)
(15 frame advancing mid) f32~db1, RUN~43~bf3 (34%)
(16 frame advancing mid) f2~db1, RUN~43~bf3 (28%)
(17 frame double hitting advancing mid) b1~db1, RUN~43~bf3 (32%)
(neutral jump punch) njp, 4~db1, RUN~43~bf3 (29%)


METER
(armoured launcher) db1(ex), f32~bf3 (29%)

CORNER


KENJUTSU

METERLESS

xxxxxx

METER
xxxxxx



POSSESSED

METERLESS
xxxxxx

METER
xxxxxx



BALANCED

METERLESS
(9 frame punish) 11~db1, f3~db1, 43~bf3 (36%)
(11 frame punish) 421~db1, f3~db1, 43~bf3 (38%)
(12 frame low starter) b32~db1, f3~db1, 43~bf3 (41%)
(15 frame advancing mid) f32~db1, f3~db1, 43~bf3 (43%)
(16 frame advancing mid) f2~db1, f3~db1, 43~bf3 (37%)

(17 frame double hitting advancing mid) b1~db1, f3~db1, 43~bf3 (41%)

METER
(9 frame punish) 11~db1, f32~db1(ex), 43~bf3 (41%)
(11 frame punish) 421~db1, f32~db1(ex), 43~bf3 (43%)
(12 frame low starter) b32~db1, f3~db1, 43~db1(ex), 1~bf2 (46%)
(15 frame advancing mid) f32~db1, f3~db1, 43~db1(ex), 1~bf2 (48%)
(16 frame advancing mid) f2~db1, f3~db1, 43~db1(ex), 1~bf2 (43%)

(17 frame double hitting advancing mid) b1~db1, f3~db1, 43~db1(ex), 1~bf2 (46%)
(anti-wakeup setup) bf2(ex), d1~db1, 43~bf3 (29%)


@The BOSS
Thank you so much. It's great to have everything post patch compiled in one place. Good on you for taking the initiative and making things as easy to read as possible.
 

Zabru

My blade is broken damn right better than yours!
AI must be screwing something up cause my second db1 always knocks them full screen so I can't combo.
 

Zabru

My blade is broken damn right better than yours!
Just found a 50% coner combo for one meter: F32, db1, f3, db1, 43, EXdb1, throw.
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
balaced can combo off an air to air situation, Jump towards, meet them in the air and press 1, once you hit the ground b1RK into telefury
 
Balanced - Corner
Add NJP after first DB1 to simplify connect of F3 - improves gravity and adds 1-2% ;-)

Please note that NRS is rounding the damage showed on screen e.g.
F32 DB1 F32 EX-DB1 43 is actually 43.97%
but
F32 DB1 NJP JIK F32 EX-DB1 43 is 44.18%
I know it's only a 0.21% difference but the NJP really simplifies the timing ;-)

Edit: only offline ;-) Online is a pain to add the NJP
 
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Zabru

My blade is broken damn right better than yours!
Just found a 50% coner combo for one meter: F32, db1, f3, db1, 43, EXdb1, throw.
Hate to quote myself but I've been trying this combo and it was a little hard to land at first but once you learn when your moves exactly recover so you press them at the first possible frame and kinda position yourself under them the throw lands very often and I have been having a lot of success with this combo.
 

Pan1cMode

AUS FGC represent!
Hate to quote myself but I've been trying this combo and it was a little hard to land at first but once you learn when your moves exactly recover so you press them at the first possible frame and kinda position yourself under them the throw lands very often and I have been having a lot of success with this combo.
Yeah this is cool, but I don't like to end combos with throws because they can be teched :/
 

SixPathsOfHate

Make triple skulls input BDF or DF Hold F
Kenjutsu Corner Combo
12 frame Low: b3 df1(ex) d1 d1 njp 43 bf3 (38%) the second d1 can be replaced with s1
12 frame Low: b3 db1(ex) njp 43 bf3 (34%)
18 frame Overhead: f2 df1(ex) d1 d1 njp 43 bf3 (40%) the second d1 can be replaced with s1
18 frame Overhead: f2 db1(ex) njp 43 bf3 (36%)
 

Zabru

My blade is broken damn right better than yours!
Yeah this is cool, but I don't like to end combos with throws because they can be teched :/
I disagree as I have never ever been teched using a throw in a combo string people don't look out for and it's very hard to tech throws in this game.
 

Pan1cMode

AUS FGC represent!
I disagree as I have never ever been teched using a throw in a combo string people don't look out for and it's very hard to tech throws in this game.
If your BnB ends with a throw, people will tech it after playing you for 2-3 games.
 

Zabru

My blade is broken damn right better than yours!
Just a thought, if possible with possessed can you put a section for combos of the teleport?
 

Zabru

My blade is broken damn right better than yours!
Yup, I'll clean up the thread and and possessed later today when I get off work. :)
Thanks! I will work hard to see if I can find any combos myself with possessed as I'm a little unsure of the optimal damage on this variant.
 

Houndovhell

Subby-Z is my Main Man, the Man that I Main
Hey, I was just doing the njp combo and noticed something
Doing - NJP, F3~Rising Karma , Run , 43~Tele-Flurry - does 31% damage and is easier to land :)
Thanks for the guide! if you need any help just let me know! -Hound<3
 

Malarkey

"What's that? Something like underground?"
Hello fellow Kenshi mains.

Just throwing my one bar corner combo out there, if anyone has already posted it, by all means let me know and I'll give credit where credit is due.

Starter x RK, F3 x RK, 3 x EX RK, 43 x SC (BF2).

(Allow all three hits of 43 to come out before inputting the BF2)

Off of F3, it does 51 percent, and it is extremely consistent, even online.
 
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