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|description= | |description= | ||
:Combos into LK Tatsu and LP DP up close | :Combos into LK Tatsu and LP DP up close | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/Stand%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/Stand%20HK}} | ||
}} | }} | ||
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|hcWinNotes=<nowiki>*VS1 and VS2</nowiki> | |hcWinNotes=<nowiki>*VS1 and VS2</nowiki> | ||
|description= | |description= | ||
:Long special cancel window frames ( | :Long special cancel window frames (17F hit confirm) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/Crouch%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/Crouch%20MK}} | ||
}} | }} | ||
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|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>3</nowiki> | |block=<nowiki>3</nowiki> | ||
|damage=<nowiki>55*55</nowiki> | |damage=<nowiki>55*55 (110)</nowiki> | ||
|stun=<nowiki> | |stun=<nowiki>150</nowiki> | ||
|attack=<nowiki>H*H</nowiki> | |attack=<nowiki>H*H</nowiki> | ||
|kd=<nowiki>96</nowiki> | |kd=<nowiki>96</nowiki> | ||
Line 1,282: | Line 1,281: | ||
|active=<nowiki>2(6)2(6)2</nowiki> | |active=<nowiki>2(6)2(6)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki>1( | |hit=<nowiki>-1(3)</nowiki> | ||
|block=<nowiki>-3( | |block=<nowiki>-3(0)</nowiki> | ||
|damage=<nowiki>80</nowiki> | |damage=<nowiki>80</nowiki> | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
Line 1,297: | Line 1,296: | ||
|active=<nowiki>2(6)2(5)2</nowiki> | |active=<nowiki>2(6)2(5)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki>3( | |hit=<nowiki>3(6)</nowiki> | ||
|block=<nowiki> | |block=<nowiki>3(6)</nowiki> | ||
|damage=<nowiki>100</nowiki> | |damage=<nowiki>100</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
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|active=<nowiki>2(5)2(5)2</nowiki> | |active=<nowiki>2(5)2(5)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki> | |hit=<nowiki>0(3)</nowiki> | ||
|block=<nowiki>-3( | |block=<nowiki>-3(0)</nowiki> | ||
|damage=<nowiki>80</nowiki> | |damage=<nowiki>80</nowiki> | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
:Frame Advantage varies depending on angle and height | :Frame Advantage varies depending on angle and height | ||
:Frame Advantage listed refers to only first hit connecting | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/MK%20Air%20Tatsumaki%20Senpukyaku}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/MK%20Air%20Tatsumaki%20Senpukyaku}} | ||
}} | }} | ||
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|active=<nowiki>2(5)2(4)2</nowiki> | |active=<nowiki>2(5)2(4)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki>3( | |hit=<nowiki>3(6)</nowiki> | ||
|block=<nowiki> | |block=<nowiki>3(6)</nowiki> | ||
|damage=<nowiki>100</nowiki> | |damage=<nowiki>100</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
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|active=<nowiki>2(4)2(4)2</nowiki> | |active=<nowiki>2(4)2(4)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki> | |hit=<nowiki>0(3)</nowiki> | ||
|block=<nowiki>-3( | |block=<nowiki>-3(0)</nowiki> | ||
|damage=<nowiki>80</nowiki> | |damage=<nowiki>80</nowiki> | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
:Frame Advantage varies depending on angle and height | :Frame Advantage varies depending on angle and height | ||
:Frame Advantage listed refers to only first hit connecting | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/HK%20Air%20Tatsumaki%20Senpukyaku}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/HK%20Air%20Tatsumaki%20Senpukyaku}} | ||
}} | }} | ||
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|active=<nowiki>2(4)2(3)2</nowiki> | |active=<nowiki>2(4)2(3)2</nowiki> | ||
|recovery=<nowiki>10</nowiki> | |recovery=<nowiki>10</nowiki> | ||
|hit=<nowiki>3( | |hit=<nowiki>3(6)</nowiki> | ||
|block=<nowiki> | |block=<nowiki>3(6)</nowiki> | ||
|damage=<nowiki>100</nowiki> | |damage=<nowiki>100</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
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|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
: | :Frame Advantage on Block and KDA varies depending on angle and height | ||
:Cannot cross-up | :Cannot cross-up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/EX%20Air%20Tatsumaki%20Senpukyaku}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Ken/normal/EX%20Air%20Tatsumaki%20Senpukyaku}} | ||
Line 1,428: | Line 1,424: | ||
|hit=<nowiki>6(8)</nowiki> | |hit=<nowiki>6(8)</nowiki> | ||
|block=<nowiki>-2(0)</nowiki> | |block=<nowiki>-2(0)</nowiki> | ||
|damage=<nowiki>40x3</nowiki> | |damage=<nowiki>40x3 (120)</nowiki> | ||
|stun=<nowiki>100x3</nowiki> | |stun=<nowiki>100x3 (300)</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
Line 1,559: | Line 1,555: | ||
:Projectile invincible on lower body on frames 11-22 | :Projectile invincible on lower body on frames 11-22 | ||
:First active frame only hits airborne (effectively 1F slower startup in most cases) | :First active frame only hits airborne (effectively 1F slower startup in most cases) | ||
:Hold | :Hold for at least 24F for the (Hold) version of the Wheel Kick (slower but stronger version) | ||
:2F faster startup (24F) if canceled into from stand HP | :2F faster startup (24F) if canceled into from stand HP | ||
:Releasing early will hit 21 frames later | |||
:Can hit on later active frames with good spacing | :Can hit on later active frames with good spacing | ||
:Builds 80/40 V-Gauge on Hit / Block | :Builds 80/40 V-Gauge on Hit / Block | ||
Line 1,576: | Line 1,573: | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
: | :Not an Overhead | ||
: | :Airborne frames 11-28 (last active frame is not airborne) | ||
: | :Projectile invincible on lower body on frames 11-22 | ||
:First active frame only hits airborne (effectively 1F slower startup in most cases) | |||
: | :Hold for at least 24F for the (Hold) version of the Wheel Kick (slower but stronger version) | ||
: | :2F faster startup (24F) if canceled into from stand HP | ||
:Releasing early will hit 21 frames later | |||
:Can hit on later active frames with good spacing | |||
}} | }} | ||
}} | }} | ||
Line 1,626: | Line 1,625: | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
:Not an Overhead | :Not an Overhead | ||
:Airborne frames | :Airborne on frames 30-48 (last active frame is not airborne) | ||
:Projectile Invincible on lower body on frames | :Projectile Invincible on lower body on frames 28-42 | ||
:First active | :First 3 active frames only hits airborne (effectively 3F slower startup in most cases) | ||
:7F faster startup (36F) if canceled into from crouch HP (this also adjusts the timing of the airborne / projectile invincibility frames) | |||
:Can hit on later active frames with good spacing | :Can hit on later active frames with good spacing | ||
}} | }} | ||
}} | }} |
Revision as of 02:26, 1 February 2022
Introduction
About Ken
Ken needs little introduction. One of the two famous shotos, he's a beginner-friendly character. A bit unlike in the past, his tools are now more directly oriented towards rushdown, and is now more easily seperatable from Ryu in terms of gameplay. He has a slowish fireball and bad pokes, but instead has great corner carry, great mobility, solid damage and some of the better v-meter building in the game. Despite that, one of this most notable weaknesses in his offensive game is that he doesn't gain many + frames on block from his normals, limiting his pressure game. Overall, Ken isn't a bad character at all to start.
Strengths | Weaknesses |
---|---|
|
|
Final Patch
Players to Watch
- ChrisT
- Kenpi
- Momochi
Ken | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.05 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 15 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.384 |
Backward Dash Distance | 1.277 |
Backdash CH Frames | 3-12 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HK (hold)
6HK
4MK
4MP
Target Combos
4MP > HP
5MK > 5HK
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LK (air)
214MK (air)
214HK (air)
214KK (air)
Critical Art
236236K
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) (hold)
V-Skill 2
MPMK (VS2)
MPMK (VS2) (hold)
V-Trigger 1
HPHK (VT1)
V-Trigger 2
HPHK (VT2)
HPHK + P (mash)
HPHK + P (mash max)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK