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KJ Test Combo Guide

Confirms first. Cinematics later. Third-parties always.

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KJ Test Combo Strings Guide

A KJ Test combo is not a 40-hit anime string. It is a short confirm that still works when two extra bodies are running at you. This page is for KJ, because his language is the one every other kit quotes. If you main Red Mist or Invincible, steal the structure (M1 → skill → dash → wall or G) and swap the names.

Watch the combo guide in the middle of this article, then come back to the routes we adapted for 11-player FFA. The original lab is TSB KJ. The idea — Ravage as an ender unless you uppercut-extend — still holds when this place file is honest.

Rules before routes

  1. If it launches away, it is an ender. Ravage’s final kick yeets people. Treat it as a kill attempt or a hard knockdown, not a link into slot 4 unless you already know the front-dash extend.
  2. Front dash after launchers. Side dash looks cool and drops the combo. The controls page is where dash lives; this page assumes you already Q the right way.
  3. Walls are a resource. If a wall is behind them, stop fancy air routes and go to wall combo.
  4. Meter is an ender too. A full bar in the middle of a 2v1 is how to awaken, not another M1.
  5. Third parties exist. Short combos that kill beat long combos that get stolen.

Bread-and-butter (learn this week)

Route A — walking Ravage. M1 until they respect, walk, Ravage. No dash. This is your 50% when you are nervous. If Ravage hits, stop. Do not chase the kick into someone else’s Ultimate.

Route B — launcher then sticky. M1s into Collateral Ruin, front dash, M1s, Ravage. Ruin pops them; the dash has to be forward or you watch a highlight of your own miss.

Route C — anti-run. They sprint (double-tap W). You Swift Sweep, then M1 if it connected, then Ravage. Sweep is not a combo engine; it is a catch. Forcing it in place is how you get blocked and grab-checked.

Route D — the forgotten slot. After a blocked string, Spiraling Storm as a mix. If it hits, dash in. If it does not, you just taught them that 4 is not a panic button. Lab this in a quiet server; public 11s will punish the first ten whiffs.

Extends people copy from TSB

The embedded guide shows two Ravage-related techs that players try to port:

  • Uppercut / downslam into front dash so Swift Sweep becomes an extender instead of a yeet.
  • Jump-on to flatten the launch so the dummy (or player) does not fly out of range.

These are real in TSB. They are maybe real in this file. Lab them on a willing friend. If the dash does not connect, you do not have the extend — stop dying for it. Wiki pages that swear every TSB link works here are lying to you.

When to stop comboing

Stop if:

  • Two extra players are in dash range.
  • Your awakening bar just filled and they are already down. Spend G.
  • You are on a wall. Switch pages to wall combo.
  • You missed the first skill. Reset. Mashing 2 after a whiff is a donation.

Kills feed Baby Steps and friends. Stylish drops feed YouTube for the other person.

Device notes

Mobile: skip Route D until Route A is 8/10. Fat-thumbing 4 during a dash is a KJ Test rite of passage. Console: bind skills so 1 is not the same cluster as punch. If your Ravage keeps coming out when you meant M1, that is a layout problem, not a combo problem.

Practice loop (twenty minutes)

  1. Ten walking Ravages on a moving player, not a dummy.
  2. Ten Ruin → front dash → M1.
  3. Five Sweep catches on someone who is actually running.
  4. Two full bars spent only as combo enders. Read how to awaken if you waste them in neutral.
  5. One session of how to beat KJ so you know what your own routes look like from the other side.

When Route B lands in a crowded server, you have graduated from getting started. Put KJ on a second tab for move cooldowns, then go farm Head First without inventing a 12-hit fantasy.

FAQ

Frequently Asked Questions

Quick answers players actually search for in KJ Test.

What is the easiest KJ combo?

Walking M1s into Ravage. It is ugly and it works. Add Collateral Ruin dash extends after that.

Why does Ravage keep ending my combo?

The last kick knocks away on purpose. Use it as an ender unless you have a proven front-dash extend in this build.

Should I combo into awakening?

Yes, as an ender when they are already down. Not as a starter. See how to awaken.

Where are wall routes?

On the wall combo page. Do not mix wall pins into air routes until both are clean.