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= Introduction | == Introduction == | ||
{{CvS2 Character Subnav|char=Ken|short=Ken}} | |||
<div> | |||
{| | [[File:CVS2_Ken_Data.png|right|500px]] | ||
== Story == | |||
Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel. Ken was born and raised in Japan by a Japanese father and Japanese/American mother. Early on in his life, his mother and father would argue and fight, and were on the verge of divorce. This caused Ken to rebel, and dye his hair blonde. Ken's rebellious nature made his parents rethink their relationship and come back together, but he keeps his hair blonde as a reminder. Ken was sent to train under his fathers old friend, Gouken, at the age of 12. There he met Ryu, who would become his closest friend. Both swore to become the best fighters they could, and once they left the dojo, Ryu went to Thailand to take on Sagat and Ken went to the US to compete in tournaments there. He met Eliza while competing, and has since then been deciding whether or not to settle down with her or fight forever like Ryu. | |||
== Gameplay == | |||
In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. As a shoto, Ken is adaptable and can be played in a variety of ways, from slow neutral to aggressive rushdown. He isn't as extreme in the mixup department as Akuma/Gouki, but he has plenty of ways to stay in and some good tools to open opponents up. Overhead followups to his safe specials, plenty of plus frames, and good confirm combos make him very scary. | |||
In neutral, Ken can adapt to the opponents gameplan very well. Moves like 2MK, 5HP, 2MP, and his powerful Shoryuken allow him to control from a range. However, among the shotos, his fireball is the weakest. This hurts his zoning and general fullscreen presence badly, and while fireballs in CvS2 are generally weak, this is still a major weakness. Ken has to commit a lot more to approach against good zoning characters, as his fireball recovers too slow to effectively approach behind in the way Guile or Ryu can. Another issue is that Ken has to risk more to open an opponent up. While he can generate plus frames easily, his overheads leave huge reactable gaps, and he only has normal throws. | |||
If you want a good all rounder that generally plays aggressive, works well in any groove, and has some damaging up close combos, Ken is for you. | |||
=== Groove Selection === | |||
'''Best - A/C:''' As a shoto with a varied toolset, Ken works very well in any groove, but is usually seen in A-Groove and C-Groove. A-Ken is likely the most powerful, thanks in no small part to A-Grooves powerful Custom Combos. Ken has a very easy to perform CC, and the utility of activation makes him a lot scarier. A-Groove gives him rolls as well, which are very useful for him as he has many useful roll cancels. C-Ken has a bit more in the way of defensive options, like air block and Alpha Counters, alongside a powerful level 2 combo. In trade, he loses access to Custom Combos, and has to be closer or get a good hit to utilize his meter and make it scary. | |||
'''Useful - N/K:''' N-Groove is a bit behind but still very powerful. N-Ken is more geared to rushdown, with run and hop to aid his mixup and approach. Ken can more easily pressure after blocked LK Geri, and run pressure can be scary. N-Ken doesn't spend meter well in general however, as without having Max Mode spent the best you get is a confirm into level 1 Shoryureppa. K-Groove is similar. Rage makes his damage even better, and JD is very strong. Losing rolls is a big hurt however, as Ken can no longer RC Geri kicks. | |||
'''Worst - S/P:''' S-Ken and P-Ken are very weak in comparison to his other grooves. His level 1 supers aren't powerful enough to make having infinite ones very worthwhile, he doesn't get much from dodge, and having to charge safely to gain meter harms Ken as a character who wants to approach. P-Ken loses access to a lot of what makes him strong, like his supers and rolls, and while hop still helps him here it just is too much to give up. Parry is inconsistent for Ken as well, as Kens punishes are strong up close but from farther distances aren't as solid. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''Ken''' is a powerful all-rounder who leans toward aggressive rushdown with his close range pokes and Geri Kicks. Ken is best played in '''A-Groove''' or '''C-Groove'''. | |||
'''Difficulty''': Medium<br>'''Tier''': A- | |||
|pros= | |||
* '''Shoto:''' Very well rounded kit, with great pokes, anti-airs, punishes, and specials | |||
* '''Custom Combo:''' Great and very easy A-Groove CC makes him a solid choice for an A-Groove point | |||
* '''Advantage on Block:''' Plenty of ways to get plus frames, namely his LK Geri Kick special | |||
* '''Mixups:''' A variety of overheads and lows to keep the opponent on their toes | |||
* '''High Damage:''' Great damage output, especially with meter | |||
|cons= | |||
* '''Poor Zoning:''' His zoning is the weakest among the shotos and is weak in general, having only one underwhelming fireball | |||
* '''Range Specific Punishes:''' He doesn't have a way to combo from his longest pokes consistently without spending a full level 3, which he doesn't get in A-Groove | |||
* '''Risky Mix:''' While he does have some good overheads, they're risky, and in general Ken has to take risks to open opponents up either in the form of jumps or leaving gaps in pressure | |||
}} | |||
=== Players to Watch === | |||
{| class="wikitable" | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |- | ||
| | | John Choi || USA || C-Groove || Discord: ChoiBoy#8363 || One of the most dominant players the US has to offer. His C-Ken became the textbook example of how to use him at the highest level. <br> [https://youtu.be/T4uwSsESj8I Sample Match] | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | Nakanisni || Japan || C-Groove || N/A || Known as a VSAV player, but is a dominant CvS2 player as well. His Ken is very similar to Choi's. <br> [https://youtu.be/AW6EyzGv6-c?t=107 Sample Match] | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | Izumi || Japan || S-Groove || Twitter: @IzumiSgroove || Perfect S-Groove fundamentals. Makes S-Ken look very strong with his myriad of dodge attack combos. <br> [https://youtu.be/MmpDnT9b1lc Sample Match] | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | | Matsu || Japan || N-Groove || N/A || Uses a very aggressive play style to maximize Ken's pressure and damage. <br> [https://youtu.be/k_AETuEMjBY Sample Match] | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | bea || Japan || K-Groove || Twitter: @bea_not_bear <br> Youtube: bea_ch || Very aggressive Ken player who uses JDs to great effect. <br> [https://www.youtube.com/watch?v=oIOV_Xvwmwg&t=9s&ab_channel=bea_ch Sample Match] | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|} | |} | ||
= The | <br><br> | ||
== Normal Moves == | |||
=== Far Standing Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Light Punch | |||
| image = CVS2_Ken_5LP.PNG | |||
| caption = | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 4 | |||
| cancel = SP, SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 12 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = none | |||
| description = A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MP</span> === | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / Far MP | |||
| subtitle = Medium Punch | |||
| image = CVS2_Ken_5MP.PNG | |||
| caption = | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = Super | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 17 | |||
| total = 28 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = none | |||
| description = A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HP</span> === | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / Far HP | |||
| subtitle = Heavy Punch | |||
| image = CVS2_Ken_5HP.PNG | |||
| caption = | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 26 | |||
| total = 35 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = none | |||
| description = A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5LK</span> === | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / Far LK | |||
| subtitle = Light Kick | |||
| image = CVS2_Ken_5LK.PNG | |||
| caption = | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 8 | |||
| recovery = 7 | |||
| total = 19 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = none | |||
| description = Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MK</span> === | |||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / Far MK | |||
| subtitle = Medium Kick | |||
| image = CVS2_Ken_5MK.PNG | |||
| caption = | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 6 | |||
| recovery = 12 | |||
| total = 26 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = none | |||
| description = A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway. | |||
*}} | |||
}} | |||
=== <span class="invisible-header">5HK</span> === | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / Far HK | |||
| subtitle = Heavy Kick | |||
| image = CVS2_Ken_5HK.PNG | |||
| caption = | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 5 | |||
| recovery = 30 | |||
| total = 44 | |||
| advHit = -11 | |||
| advBlock = -11 | |||
| invul = None | |||
| description = A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself. | |||
}} | |||
}} | |||
=== Close Standing Normals === | |||
=== <span class="invisible-header">cl5LP</span> === | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP / cl5LP | |||
| subtitle = Close Light Punch | |||
| image = CVS2_Ken_clLP.PNG | |||
| caption = | |||
| linkname = cl5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 12 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = none | |||
| description = The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">cl5MP</span> === | |||
{{MoveData | |||
| name = Close Strong | |||
| input = cl.MP / cl5MP | |||
| subtitle = Close Medium Punch | |||
| image = CVS2_Ken_clMP.PNG | |||
| caption = | |||
| linkname = cl5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 3 | |||
| recovery = 20 | |||
| total = 26 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = none | |||
| description = A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">cl5HP</span> === | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = cl.HP / cl5HP | |||
| subtitle = Close Heavy Punch | |||
| image = CVS2_Ken_clHP.PNG | |||
| caption = | |||
| linkname = cl5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100, 900 | |||
| stun = 11 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 8 | |||
| recovery = 24 | |||
| total = 33 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = none | |||
| description = A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">cl5LK</span> === | |||
{{MoveData | |||
| name = Close Short | |||
| input = cl.LK / cl5LK | |||
| subtitle = Close Light Kick | |||
| image = CVS2_Ken_5LK.PNG | |||
| caption = | |||
| linkname = cl5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 8 | |||
| recovery = 7 | |||
| total = 19 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = none | |||
| description = Exactly the same as far short. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">cl5MK</span> === | |||
{{MoveData | |||
| name = Close Stand Forward | |||
| input = cl.MK / cl5MK | |||
| subtitle = Close Medium Kick | |||
| image = CVS2_Ken_clMK.PNG | |||
| caption = | |||
| linkname = cl5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 8 | |||
| recovery = 11 | |||
| total = 22 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = none | |||
| description = Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible. | |||
* }} | |||
}} | |||
=== <span class="invisible-header">cl5HK</span> === | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = cl.HK / cl5HK | |||
| subtitle = Close Heavy Kick | |||
| image = CVS2_Ken_clHK.PNG | |||
| caption = | |||
| linkname = cl5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 9 | |||
| recovery = 11 | |||
| total = 24 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = none | |||
| description = Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in. | |||
* | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
| name = Crouching Jab | |||
| input = 2LP / cr.LP | |||
| subtitle = Crouching Light Punch | |||
| image = CVS2_Ken_2LP.PNG | |||
| caption = | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 13 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = none | |||
| description = A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | |||
| name = Crouching Strong | |||
| input = 2MP / cr.MP | |||
| subtitle = Crouching Medium Punch | |||
| image = CVS2_Ken_2MP.PNG | |||
| caption = | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 11 | |||
| total = 21 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = none | |||
| description = A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
| name = Crouching Fierce | |||
| input = 2HP / cr.HP | |||
| subtitle = Crouching Heavy Punch | |||
| image = CVS2_Ken_2HP.PNG | |||
| caption = | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100, 700 | |||
| stun = 11 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 11 | |||
| recovery = 26 | |||
| total = 40 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = none | |||
| description = The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
| name = Crouching Short | |||
| input = 2LK / cr.LK | |||
| subtitle = Crouching Light Kick | |||
| image = CVS2_Ken_2LK.PNG | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 8 | |||
| total = 15 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = none | |||
| description = Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
| name = Crouching Forward | |||
| input = 2MK / cr.MK | |||
| subtitle = Crouching Medium Kick | |||
| image = CVS2_Ken_2MK.PNG | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 17 | |||
| total = 27 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = none | |||
| description = A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
| name = Crouching Roundhouse | |||
| input = 2HK / cr.HK | |||
| subtitle = Crouching Heavy Kick | |||
| image = CVS2_Ken_2HK.PNG | |||
| caption = | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 6 | |||
| active = 6 | |||
| recovery = 35 | |||
| total = 47 | |||
| advHit = -DWN | |||
| advBlock = -15 | |||
| invul = none | |||
| description = Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations. | |||
* | |||
}} | |||
}} | |||
===Air Normals === | |||
=== <span class="invisible-header">8LP</span> === | |||
{{MoveData | |||
| name = Jumping Jab | |||
| input = 8LP / j.LP | |||
| subtitle = Jump Light Punch | |||
| image = CVS2_Ken_jLP.PNG | |||
| caption = | |||
| linkname = 8LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 22 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version. | |||
* }} | |||
}} | |||
=== <span class="invisible-header">8MP</span> === | |||
{{MoveData | |||
| name = Jumping Strong | |||
| input = 8MP / j.MP | |||
| subtitle = Jumping Medium Punch | |||
| image = CVS2_Ken_jMP.PNG | |||
| caption = | |||
| linkname = 8MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 10 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Neutral jump strong doesn't see much use, but it does do a bit more damage than diagonal jump strong. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 9 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 10 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Not very useful on it's own, but your best way to cancel into tatsu midair, which makes for a good jump in. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8HP</span> === | |||
{{MoveData | |||
| name = Jumping Fierce | |||
| input = 8HP / jHP | |||
| subtitle = Jumping Heavy Punch | |||
| image = CVS2_Ken_jMP.PNG | |||
| caption = | |||
| linkname = 8HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Neutral jump fierce does 100 more damage than diagonal jump, but is identical otherwise. Not the worst rising anti-air but otherwise useless, especially considering Ken has much better options. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = One of your two main jump ins. Reaches low and hits pretty deep, use this for jump ins and especially for hops. | |||
}} | |||
}} | |||
=== <span class="invisible-header">8LK</span> === | |||
{{MoveData | |||
| name = Jumping Short | |||
| input = 8LK / j.LK | |||
| subtitle = Jumping Light Kick | |||
| image = CVS2_Ken_njLK.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Ken_jLK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = An upward kick. Hits above and in front of Ken, starts up fast and is active for a long time. Useful as a neutral jump air-to-air, and can cancel into air tatsu if they block or parry to make it safer. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A fast and low jump, nice for the occassional instant overhead and tatsu cancel. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8MK</span> === | |||
{{MoveData | |||
| name = Jumping Forward | |||
| input = 8MK / j.MK | |||
| subtitle = Jumping Medium Kick | |||
| image = CVS2_Ken_njLK.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Ken_jMK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 10 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Similar to neutral jump short, but loses the cancel and is one frame slower in exchange for better damage. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A far reaching jump normal, and Ken's best crossup. Useful after knockdowns to set up crossup jump ins. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8HK</span> === | |||
{{MoveData | |||
| name = Jumping Roundhouse | |||
| input = 8HK | |||
| subtitle = Jumping Heavy Kick | |||
| image = CVS2_Ken_njHK.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Ken_jHK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300,1400 | |||
| stun = 13 | |||
| cancel = SP (Air connect only) | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 8 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A forward kick in the air. Does only 1300 if you connect on the ground, but does 1400 and can cancel to tatsu if it hits an opponent in the air. Your go-to neutral jump air-to-air. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Your other main jump-in. One frame slower than jump fierce in exchange for better damage and longer range. What you'll probably be pressing if you jump over a fireball or poke. | |||
* | |||
* | |||
}} | |||
}} | |||
=== Command Normals === | |||
=== <span class="invisible-header">6MK</span> === | |||
{{MoveData | |||
| name = Fumikomi Mae Geri | |||
| input = 6MK | |||
| subtitle = Overhead Kick | |||
| image = CVS2_Ken_6MK.PNG | |||
| caption = | |||
| linkname = 6MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 28 | |||
| active = 5 | |||
| recovery = 20 | |||
| total = 53 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = | |||
| description = A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">6HK</span> === | |||
{{MoveData | |||
| name = Shiden Kakato Otoshi | |||
| input = 6HK | |||
| subtitle = Stepkick | |||
| image = CVS2_Ken_6HK.PNG | |||
| caption = | |||
| linkname = 6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 7 | |||
| recovery = 22 | |||
| total = 41 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = | |||
| description = A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first. | |||
* | |||
}} | |||
}} | |||
=== Throws === | |||
=== <span class="invisible-header">4/6HP</span> === | |||
{{MoveData | |||
| name = Seoi Nage | |||
| input = 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Ken_PThrow.PNG | |||
| caption = | |||
| linkname = 4/6HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard. | |||
* | |||
}} | |||
}} | |||
= | === <span class="invisible-header">4/6HK</span> === | ||
{{MoveData | |||
| name = Jigoku-Guruma | |||
| input = 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Ken_KThrow.PNG | |||
| caption = | |||
| linkname = 4/6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">j4/6HK</span> === | |||
{{MoveData | |||
| name = Jigoku-Fuusha | |||
| input = Air 4/6HK | |||
| subtitle = Air Throw | |||
| image = CVS2_Ken_AThrow.PNG | |||
| caption = | |||
| linkname = Air 4/6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| total = 1 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually. | |||
* | |||
}} | |||
}} | |||
= | === Special Moves === | ||
===== <span class="invisible-header">Fireball</span> ===== | |||
{{MoveData | |||
| name = Hadoken | |||
| input = 236+P | |||
| subtitle = Fireball | |||
| image = CVS2_Ken_236P_First.PNG | |||
| caption = Startup before the fireball comes out | |||
| image2 = CVS2_Ken_236P_Second.PNG | |||
| caption2 = The first, larger fireball hitbox | |||
| image3 = CVS2_Ken_236P_Third.PNG | |||
| caption3 = The hitbox once the fireball starts travelling | |||
| linkname = FB | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = | |||
| recovery = 43 | |||
| total = 57 | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = none | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = | |||
| recovery = 44 | |||
| total = 58 | |||
| advHit = -11 | |||
| advBlock = -11 | |||
| invul = none | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = | |||
| recovery = 45 | |||
| total = 59 | |||
| advHit = -12 | |||
| advBlock = -12 | |||
| invul = none | |||
| description = Ken's fireball series. Ken has the weakest fireballs of the main shotos, mostly because of how long they take to fully recover. This makes Ken's fireballs notably unsafe, even in a game where most fireballs carry risk. The LP version is the version you'll want to use for occassional zoning, while the HP version is faster and better for cancels but leaves you minus. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Dragon Punch</span> ===== | |||
{{MoveData | |||
| name = Shoryuken | |||
| input = 623+P | |||
| subtitle = Dragon punch | |||
| image = CVS2_Ken_623LP_First.PNG | |||
| caption = Invincible Startup | |||
| image2 = CVS2_Ken_623LP_Second.PNG | |||
| caption2 = Lower body invuln and footsies hitbox | |||
| image3 = CVS2_Ken_623LP_Third.PNG | |||
| caption3 = High reaching anti-air hitbox | |||
| linkname = DP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | |||
| damage = 1600, 800 | |||
| stun = 16 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 18 | |||
| recovery = 24 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = -18 | |||
| invul = 2 (full), 18 (lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | |||
| damage = 1000+800, 800 | |||
| stun = 10+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 24 | |||
| recovery = 32 | |||
| total = 58 | |||
| advHit = -DWN | |||
| advBlock = -32 | |||
| invul = 2 (full), 24 (lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | |||
| damage = 600+700+800, 800 | |||
| stun = 6+7+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 30 | |||
| recovery = 39 | |||
| total = 71 | |||
| advHit = -DWN | |||
| advBlock = -41 | |||
| invul = 6 (full), 26 (lower) | |||
| description = The signature Shoryuken. Ken has a notably good uppercut, especially the LP version which recovers quickly and starts up very fast. It's useful for anti-air, footsies, meter build, and reversal purpose, making for a great utility. The MP version sees little use, but the HP version is Ken's highest damage combo ender and what you want to end combos with usually. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Tatsu</span> ===== | |||
{{MoveData | |||
| name = Tatsumaki Senpuukyaku | |||
| input = 214+K | |||
| subtitle = Tatsu | |||
| image = CVS2_Ken_214K.PNG | |||
| caption = No hitboxes for this one, use your imagination | |||
| linkname = Tatsu | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LK}} | |||
| damage = 500+300x2 | |||
| stun = 5+3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 16 | |||
| recovery = 17 | |||
| total = 35 | |||
| advHit = -3 | |||
| advBlock = -9 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MK}} | |||
| damage = 500+300x8 | |||
| stun = 5+3x3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 39 | |||
| recovery = 17 | |||
| total = 58 | |||
| advHit = -3 | |||
| advBlock = -33 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HK}} | |||
| damage = 500+300x10 | |||
| stun = 5+3x4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 48 | |||
| recovery = 17 | |||
| total = 67 | |||
| advHit = -3 | |||
| advBlock = -41 | |||
| invul = | |||
| description = Ken's grounded Tatsu specials. These see very little use, as they are incredibly unsafe, whiff crouchers, and actually aren't that much more damage. On top of that, they still don't connect from very far away. These are almost entirely outclassed by the jumping versions. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Flip Kick</span> ===== | |||
{{MoveData | |||
| name = Air Tatsumaki Senpuukyaku | |||
| input = j.214K | |||
| subtitle = Air Tatsu | |||
| image = CVS2_Ken_j214K.PNG | |||
| caption = Helicopter your way in | |||
| linkname = AirTatsu | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 700x4 | |||
| stun = 7x4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 14 | |||
| recovery = Till Landing, 7 | |||
| total = 25 | |||
| advHit = +13 | |||
| advBlock = +13 | |||
| invul = None | |||
| description = A tatsu in midair. The only difference that button strength has is the angle that your jump arc is altered to, with LK having little forward momentum and HK having the most. Very useful mobility tools for making ambiguous crossups, retreating to fullscreen or out of the corner, and doing two hit jump ins from his cancellable normals that leave him VERY plus on block. On hit you can link these into 2HK for a simple knockdown. Doing jump back 214LK in the corner can be a safe meter build strategy. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Flip Kick</span> ===== | |||
{{MoveData | |||
| name = Ryusenkyaku | |||
| input = 421+K | |||
| subtitle = Flip Kick | |||
| image = CVS2_Ken_421K_First.PNG | |||
| caption = Rising | |||
| image2 = CVS2_Ken_421K_Second.PNG | |||
| caption2 = First Hitbox | |||
| image3 = CVS2_Ken_421K_Third.PNG | |||
| caption3 = Second Hitbox | |||
| linkname = Flip Kick | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|LK}} | |||
| damage = 1200, 1300 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 21 | |||
| active = 17 | |||
| recovery = 24 | |||
| total = 62 | |||
| advHit = -DWN | |||
| advBlock = -11 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|MK}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 29 | |||
| active = 12 | |||
| recovery = 24 | |||
| total = 65 | |||
| advHit = -DWN | |||
| advBlock = -5 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|HK}} | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 34 | |||
| active = 10 | |||
| recovery = 24 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = | |||
| description = Overhead flip kicks. Surprisingly useful as once-in-a-while neutral tools and mixups. The LK version is unique in that it's notably unsafe but is the fastest for an overhead, though it still shouldn't always be used for this. Instead, use the light version to catch jumps, as it does increased damage against jumping opponents. The MK and HK versions are much slower, but are safe on block. If an opponent won't challenge these, it can be a way for Ken to establish pressure and sorta "skip" neutral. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Geri Kicks</span> ===== | |||
{{MoveData | |||
| name = Geri Kicks | |||
| input = 41236+K | |||
| subtitle = Crazy Kicks, Funky Kicks | |||
| image = CVS2_Ken_41236LK.PNG | |||
| caption = Nata Otoshi Geri | |||
| image2 = CVS2_Ken_41236MK_First.PNG | |||
| image3 = CVS2_Ken_41236MK_Second.PNG | |||
| caption3 = Kamabarai Geri | |||
| image4 = CVS2_Ken_41236HK.PNG | |||
| caption4 = Oosoto Mawashi Geri | |||
| linkname = Geri Kicks | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|LK}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 5 | |||
| recovery = 17 | |||
| total = 32 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|MK}} | |||
| damage = 400+900 | |||
| stun = 4+9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 7 | |||
| recovery = 27 | |||
| total = 39 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|HK}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 27 | |||
| total = 41 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = | |||
| description = Ken's Geri Kicks. Very useful specials for combos, pressure, and winning neutral. The LK version is especially strong, as it reaches notably far and is +2 on block. This makes it an incredibly useful way to end pressure and combos for Ken, and when roll cancelled it becomes fully invulnerable making it impossible to challenge in the midrange. The MK version is the least useful on its own, but cancels into the overhead much faster than the others, and doesn't need to hit first. The HK version is the shortest vertical range, with a high hitbox. HK Geri notably knocks down, and still combos from lights as well, making it useful after very short confirms. | |||
LK Geri cancels into the overhead on frame 15, MK Geri on frame 7, and HK Geri on frame 14. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Overhead Followup</span> ===== | |||
{{MoveData | |||
| name = Inazuma Kakato Wari | |||
| input = Any Geri Kick, hold K | |||
| subtitle = Overhead Followup | |||
| image = CVS2_Ken_6MK.PNG | |||
| caption = Watch your head | |||
| linkname = Overhead Geri | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = K | |||
| subtitle = Hold + {{Icon-Capcom|K}} | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 26 | |||
| active = 2 | |||
| recovery = 23 | |||
| total = 51 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = | |||
| description = Overhead followup to Geri Kicks. The startup is the listed startup plus the added startup frames, which varies depending on which version of Geri Kick you use. Fairly safe and has decent range, but are entirely reactable. Still a nice surprise option to throw out after a blocked Geri Kick from time to time | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Roll</span> ===== | |||
{{MoveData | |||
| name = Zenpou-Tenshin | |||
| input = 214P | |||
| subtitle = Roll | |||
| image = CVS2_Ken_214P_First.PNG | |||
| caption = Ken does not have low profile during the startup frames | |||
| image2 = CVS2_Ken_214P_Second.PNG | |||
| caption2 = Low profile | |||
| linkname = Roll | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 7 | |||
| active = 18 | |||
| recovery = 10 | |||
| total = 35 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 8 | |||
| active = 24 | |||
| recovery = 10 | |||
| total = 42 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 9 | |||
| active = 30 | |||
| recovery = 10 | |||
| total = 49 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
| description = Ken's command rolls. Occassionally very useful specials, as unlike normal rolls they can be cancelled into. This allows you to (very unsafely) reset pressure vs opponents who aren't ready to punish you. In theory this can also roll under some fireballs, but normal rolls make this obsolete (though this does have use in grooves without roll, namely K). LP Roll is also used in Ken's level 2 bnb combo. Rolls can cross through opponents, so on some knockdowns you can use this roll to set up ambiguous crossup meaties. You can also cancel into these to get better oki from his sweep. | |||
}} | |||
}} | |||
=== Supers === | |||
===== <span class="invisible-header">Shoryureppa</span> ===== | |||
{{MoveData | |||
| name = Shoryureppa | |||
| input = 236236P | |||
| subtitle = Shoryuken Super | |||
| image = CVS2_Ken_236236P.PNG | |||
| caption = | |||
| linkname = Shoryureppa | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 56 | |||
| recovery = 26 | |||
| total = 90 | |||
| advHit = -DWN | |||
| advBlock = -28 | |||
| invul = 8 (full), 16 (lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 59 | |||
| recovery = 37 | |||
| total = 104 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 14 (full), 18 (lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 77 | |||
| recovery = 37 | |||
| total = 122 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 22 (full), 6 (lower), 16 (full) | |||
| description = Your main combo ending super. Does alright damage, and can usually be used in place of a special cancel or after a hitconfirm. Has a bit of issues with range (it won't connect from a long range poke like crMK) but it will connect after most close normals. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shinryuken</span> ===== | |||
{{MoveData | |||
| name = Shinryuken | |||
| input = 236236K | |||
| subtitle = Uppercut Super | |||
| image = CVS2_Ken_236236K.PNG | |||
| caption = | |||
| linkname = Shinryuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2500~2900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 26 | |||
| recovery = 29 | |||
| total = 63 | |||
| advHit = -DWN | |||
| advBlock = -10 | |||
| invul = 8 (full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3300~4400 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 29 | |||
| recovery = 31 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -20 | |||
| invul = 14 (full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 3800~6000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4: | |||
| active = 32 | |||
| recovery = 34 | |||
| total = 74 | |||
| advHit = -DWN | |||
| advBlock = -27 | |||
| invul = 22 (full) | |||
| description = A rising invincible super. Mash to get more hits and damage. If you need a super anti-air or reversal, this is usually the one you want. Very short horizontal range, but goes up high vertically fast with lots of invincibility. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shippu Jinraikyaku</span> ===== | |||
{{MoveData | |||
| name = Shippu Jinraikyaku | |||
| input = 214214K | |||
| subtitle = Kick Super, Shippu | |||
| image = CVS2_Ken_214214K.PNG | |||
| caption = | |||
| linkname = Shinryuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 6300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 75 | |||
| recovery = 60 | |||
| total = 143 | |||
| advHit = -DWN | |||
| advBlock = -65 | |||
| invul = 22 (full) | |||
| description = A fast, high damage super. High cost at level 3 only, but if you can afford it it's his highest damage ender (even more than the C groove level 2 combo). | |||
* | |||
}} | |||
}} | |||
== Colors == | |||
[[File:Ken_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | |||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category:Ken]] |
Latest revision as of 16:18, 9 July 2023
Introduction
Story
Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel. Ken was born and raised in Japan by a Japanese father and Japanese/American mother. Early on in his life, his mother and father would argue and fight, and were on the verge of divorce. This caused Ken to rebel, and dye his hair blonde. Ken's rebellious nature made his parents rethink their relationship and come back together, but he keeps his hair blonde as a reminder. Ken was sent to train under his fathers old friend, Gouken, at the age of 12. There he met Ryu, who would become his closest friend. Both swore to become the best fighters they could, and once they left the dojo, Ryu went to Thailand to take on Sagat and Ken went to the US to compete in tournaments there. He met Eliza while competing, and has since then been deciding whether or not to settle down with her or fight forever like Ryu.
Gameplay
In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. As a shoto, Ken is adaptable and can be played in a variety of ways, from slow neutral to aggressive rushdown. He isn't as extreme in the mixup department as Akuma/Gouki, but he has plenty of ways to stay in and some good tools to open opponents up. Overhead followups to his safe specials, plenty of plus frames, and good confirm combos make him very scary.
In neutral, Ken can adapt to the opponents gameplan very well. Moves like 2MK, 5HP, 2MP, and his powerful Shoryuken allow him to control from a range. However, among the shotos, his fireball is the weakest. This hurts his zoning and general fullscreen presence badly, and while fireballs in CvS2 are generally weak, this is still a major weakness. Ken has to commit a lot more to approach against good zoning characters, as his fireball recovers too slow to effectively approach behind in the way Guile or Ryu can. Another issue is that Ken has to risk more to open an opponent up. While he can generate plus frames easily, his overheads leave huge reactable gaps, and he only has normal throws.
If you want a good all rounder that generally plays aggressive, works well in any groove, and has some damaging up close combos, Ken is for you.
Groove Selection
Best - A/C: As a shoto with a varied toolset, Ken works very well in any groove, but is usually seen in A-Groove and C-Groove. A-Ken is likely the most powerful, thanks in no small part to A-Grooves powerful Custom Combos. Ken has a very easy to perform CC, and the utility of activation makes him a lot scarier. A-Groove gives him rolls as well, which are very useful for him as he has many useful roll cancels. C-Ken has a bit more in the way of defensive options, like air block and Alpha Counters, alongside a powerful level 2 combo. In trade, he loses access to Custom Combos, and has to be closer or get a good hit to utilize his meter and make it scary.
Useful - N/K: N-Groove is a bit behind but still very powerful. N-Ken is more geared to rushdown, with run and hop to aid his mixup and approach. Ken can more easily pressure after blocked LK Geri, and run pressure can be scary. N-Ken doesn't spend meter well in general however, as without having Max Mode spent the best you get is a confirm into level 1 Shoryureppa. K-Groove is similar. Rage makes his damage even better, and JD is very strong. Losing rolls is a big hurt however, as Ken can no longer RC Geri kicks.
Worst - S/P: S-Ken and P-Ken are very weak in comparison to his other grooves. His level 1 supers aren't powerful enough to make having infinite ones very worthwhile, he doesn't get much from dodge, and having to charge safely to gain meter harms Ken as a character who wants to approach. P-Ken loses access to a lot of what makes him strong, like his supers and rolls, and while hop still helps him here it just is too much to give up. Parry is inconsistent for Ken as well, as Kens punishes are strong up close but from farther distances aren't as solid.
Ken is a powerful all-rounder who leans toward aggressive rushdown with his close range pokes and Geri Kicks. Ken is best played in A-Groove or C-Groove. Difficulty: MediumTier: A- |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
John Choi | USA | C-Groove | Discord: ChoiBoy#8363 | One of the most dominant players the US has to offer. His C-Ken became the textbook example of how to use him at the highest level. Sample Match |
Nakanisni | Japan | C-Groove | N/A | Known as a VSAV player, but is a dominant CvS2 player as well. His Ken is very similar to Choi's. Sample Match |
Izumi | Japan | S-Groove | Twitter: @IzumiSgroove | Perfect S-Groove fundamentals. Makes S-Ken look very strong with his myriad of dodge attack combos. Sample Match |
Matsu | Japan | N-Groove | N/A | Uses a very aggressive play style to maximize Ken's pressure and damage. Sample Match |
bea | Japan | K-Groove | Twitter: @bea_not_bear Youtube: bea_ch |
Very aggressive Ken player who uses JDs to great effect. Sample Match |
Normal Moves
Far Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
cl5LP
cl5MP
cl5HP
cl5LK
cl5MK
cl5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Air Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
6HK
Throws
4/6HP
4/6HK
j4/6HK
Special Moves
Fireball
Dragon Punch
Tatsu
Flip Kick
Flip Kick
Geri Kicks
Overhead Followup
Roll
Supers
Shoryureppa
Shinryuken
Shippu Jinraikyaku
Colors