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Ken Chain Combo

Ken performing a Chain Combo in the Street Fighter Alpha games.

A Chain Combo (also known as a "magic series" in some circles, and Zero Combo in Japan) is a type of combo introduced in Street Fighter Alpha.

Description[]

Introduced in the Darkstalkers series before debuting in Street Fighter Alpha, Chain Combos are a type of combo performed by pressing a series of attacks of increasing strength, in which the recovery of the previous attack is cancelled immediately into the next. The lowest priority of attack is a Light Punch, while the highest priority is a Heavy Kick. Any number of steps can be skipped between attacks, such as cancelling a Medium Punch to a Heavy Kick, forgoing a Medium Kick or Heavy Punch chain. Chains can only go forward in sequence and generally do not allow for the same button to be used twice in a single combo. Though some attacks can be chained together, they will not necessarily combo together on hit depending on startup, recovery and pushback, often making the Light-Medium-Heavy structure the most reliable chain combo.

The Chain Combo system was almost completely removed in the game's sequel, Street Fighter Alpha 2, as most of the cast's light attacks were made slower in order to balance out the game; only Guy and Gen retain the ability to perform a Chain Combo throughout the series, replaced as a Target Combo within the series. Chain Combos, now known as Alpha/Zero Combos in Street Fighter Alpha 3, is a selectable and unlockable feature in its home console versions.

Chain Combos are not to be confused with the similar Rapid Cancel system for Light Attacks seen throughout the series, in which the recovery of light attacks can be cancelled into certain other light attacks. These cancels, known in Japan as Renda Cancels, and are often referred to as Chains, are primarily used for blockstrings and confirming special attacks, though due to being exclusively based around light attacks often limits the special attacks that can be cancelled into.

Later game series such as the Versus series made extensive use of this feature, though the timing is eased significantly, and is a staple game mechanic. Furthermore, rapid-fireable light normals solely in the Vampire Savior installment of the said series provide a "Renda" (Barrage) Bonus, in which the subsequent light punch/kick in the rapid-fire-chain gains a +3 frame advantage on block

Similar mechanics[]

Street Fighter X Tekken uses a Cross Rush mechanic that is performed similar to a Chain Combo, with regular attacks used in increasing strength order to create a combo that automatically launches a foe; if it lands successfully, the user will also tag their partner in to continue the combo.

Street Fighter X Tekken also uses two other Chain Combo-like mechanics, the aforementioned Target Combo for the Street Fighter cast (for those who have access), and also introduced in this game; "Tekken Chains", a tactic for the Tekken cast that works in conjunction with Cross Rush.

While not intentional, CPS1 Chains work very similar to boost combos, with different application and conditions.

Many Final Fight characters and Bushinryu practitioners, while not having true Chain Combos, often have their own variations of the 'Final Fight combo', starting with a Light Punch and ending in a Heavy Attack. Zeku's Bushinryu Shingekiko lets him cancel the forward dash into a full Chain Combo.

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Successors[]

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