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[[File: | == 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 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 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. | ||
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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. | 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 === | ||
https://www.youtube.com/watch?v= | {| 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] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
=== Far Standing Normals === | === Far Standing Normals === | ||
<span class="invisible-header">5LP</span> | === <span class="invisible-header">5LP</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Jab | ||
| input = 5LP | | input = 5LP / Far LP | ||
| subtitle = | | subtitle = Light Punch | ||
| image = | | image = CVS2_Ken_5LP.PNG | ||
| caption = | | caption = | ||
| linkname = | | linkname = 5LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 300 | | damage = 300 | ||
| stun = 4 | | stun = 4 | ||
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}} | }} | ||
<span class="invisible-header">5MP</span> | === <span class="invisible-header">5MP</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Strong | ||
| input = 5MP | | input = 5MP / Far MP | ||
| subtitle = | | subtitle = Medium Punch | ||
| image = . | | image = CVS2_Ken_5MP.PNG | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
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}} | }} | ||
<span class="invisible-header">5HP</span> | === <span class="invisible-header">5HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Fierce | ||
| input = 5HP | | input = 5HP / Far HP | ||
| subtitle = | | subtitle = Heavy Punch | ||
| image =. | | image = CVS2_Ken_5HP.PNG | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
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}} | }} | ||
<span class="invisible-header">5LK</span> | === <span class="invisible-header">5LK</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Short | ||
| input = 5LK | | input = 5LK / Far LK | ||
| subtitle = | | subtitle = Light Kick | ||
| image = | | image = CVS2_Ken_5LK.PNG | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 500 | | damage = 500 | ||
| stun = 5 | | stun = 5 | ||
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}} | }} | ||
<span class="invisible-header">5MK</span> | === <span class="invisible-header">5MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Forward | ||
| input = 5MK | | input = 5MK / Far MK | ||
| subtitle = | | subtitle = Medium Kick | ||
| image = . | | image = CVS2_Ken_5MK.PNG | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
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}} | }} | ||
<span class="invisible-header">5HK</span> | === <span class="invisible-header">5HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Far Roundhouse | ||
| input = 5HK | | input = 5HK / Far HK | ||
| subtitle = | | subtitle = Heavy Kick | ||
| image = . | | image = CVS2_Ken_5HK.PNG | ||
| caption = | | caption = | ||
| linkname = 5HK | | linkname = 5HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Far {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
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=== Close Standing Normals === | === Close Standing Normals === | ||
<span class="invisible-header">cl5LP</span> | === <span class="invisible-header">cl5LP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close | | name = Close Jab | ||
| input = cl5LP | | input = cl.LP / cl5LP | ||
| subtitle = Close | | subtitle = Close Light Punch | ||
| image = . | | image = CVS2_Ken_clLP.PNG | ||
| caption = | | caption = | ||
| linkname = cl5LP | | linkname = cl5LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 400 | | damage = 400 | ||
| stun = 4 | | stun = 4 | ||
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| 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. | | 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> | === <span class="invisible-header">cl5MP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close | | name = Close Strong | ||
| input = cl5MP | | input = cl.MP / cl5MP | ||
| subtitle = Close | | subtitle = Close Medium Punch | ||
| image =. | | image = CVS2_Ken_clMP.PNG | ||
| caption = | | caption = | ||
| linkname = cl5MP | | linkname = cl5MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 700 | | damage = 700 | ||
| stun = 7 | | stun = 7 | ||
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}} | }} | ||
<span class="invisible-header">cl5HP</span> | === <span class="invisible-header">cl5HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close | | name = Close Fierce | ||
| input = cl5HP | | input = cl.HP / cl5HP | ||
| subtitle = Close | | subtitle = Close Heavy Punch | ||
| image =. | | image = CVS2_Ken_clHP.PNG | ||
| caption = | | caption = | ||
| linkname = cl5HP | | linkname = cl5HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1100, 900 | | damage = 1100, 900 | ||
| stun = 11 | | stun = 11 | ||
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}} | }} | ||
<span class="invisible-header">cl5LK</span> | === <span class="invisible-header">cl5LK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close | | name = Close Short | ||
| input = cl5LK | | input = cl.LK / cl5LK | ||
| subtitle = Close | | subtitle = Close Light Kick | ||
| image =. | | image = CVS2_Ken_5LK.PNG | ||
| caption = | | caption = | ||
| linkname = cl5LK | | linkname = cl5LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 500 | | damage = 500 | ||
| stun = 5 | | stun = 5 | ||
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}} | }} | ||
<span class="invisible-header">cl5MK</span> | === <span class="invisible-header">cl5MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close Stand Forward | | name = Close Stand Forward | ||
| input = cl5MK | | input = cl.MK / cl5MK | ||
| subtitle = Close | | subtitle = Close Medium Kick | ||
| image =. | | image = CVS2_Ken_clMK.PNG | ||
| caption = | | caption = | ||
| linkname = cl5MK | | linkname = cl5MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
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}} | }} | ||
<span class="invisible-header">cl5HK</span> | === <span class="invisible-header">cl5HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Close | | name = Close Roundhouse | ||
| input = cl5HK | | input = cl.HK / cl5HK | ||
| subtitle = Close | | subtitle = Close Heavy Kick | ||
| image =. | | image = CVS2_Ken_clHK.PNG | ||
| caption = | | caption = | ||
| linkname = cl5HK | | linkname = cl5HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Close {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1400 | | damage = 1400 | ||
| stun = 14 | | stun = 14 | ||
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| 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. | | 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 === | === Crouching Normals === | ||
<span class="invisible-header">2LP</span> | === <span class="invisible-header">2LP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Jab | | name = Crouching Jab | ||
| input = 2LP | | input = 2LP / cr.LP | ||
| subtitle = | | subtitle = Crouching Light Punch | ||
| image = . | | image = CVS2_Ken_2LP.PNG | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 200 | | damage = 200 | ||
| stun = 2 | | stun = 2 | ||
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}} | }} | ||
<span class="invisible-header">2MP</span> | === <span class="invisible-header">2MP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Strong | | name = Crouching Strong | ||
| input = 2MP | | input = 2MP / cr.MP | ||
| subtitle = | | subtitle = Crouching Medium Punch | ||
| image =. | | image = CVS2_Ken_2MP.PNG | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 800 | | damage = 800 | ||
| stun = 8 | | stun = 8 | ||
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}} | }} | ||
<span class="invisible-header">2HP</span> | === <span class="invisible-header">2HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Fierce | | name = Crouching Fierce | ||
| input = 2HP | | input = 2HP / cr.HP | ||
| subtitle = | | subtitle = Crouching Heavy Punch | ||
| image = | | image = CVS2_Ken_2HP.PNG | ||
| caption = | | caption = | ||
| linkname = 2HP | | linkname = 2HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1100, 700 | | damage = 1100, 700 | ||
| stun = 11 | | stun = 11 | ||
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}} | }} | ||
<span class="invisible-header">2LK</span> | === <span class="invisible-header">2LK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Short | | name = Crouching Short | ||
| input = 2LK | | input = 2LK / cr.LK | ||
| subtitle = | | subtitle = Crouching Light Kick | ||
| image =. | | image = CVS2_Ken_2LK.PNG | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 300 | | damage = 300 | ||
| stun = 3 | | stun = 3 | ||
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}} | }} | ||
<span class="invisible-header">2MK</span> | === <span class="invisible-header">2MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Forward | | name = Crouching Forward | ||
| input = | | input = 2MK / cr.MK | ||
| subtitle = | | subtitle = Crouching Medium Kick | ||
| image =. | | image = CVS2_Ken_2MK.PNG | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
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}} | }} | ||
<span class="invisible-header">2HK</span> | === <span class="invisible-header">2HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Crouching Roundhouse | | name = Crouching Roundhouse | ||
| input = 2HK | | input = 2HK / cr.HK | ||
| subtitle = | | subtitle = Crouching Heavy Kick | ||
| image =. | | image = CVS2_Ken_2HK.PNG | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|d}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
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===Air Normals === | ===Air Normals === | ||
<span class="invisible-header">8LP</span> | === <span class="invisible-header">8LP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Jab | | name = Jumping Jab | ||
| input = 8LP | | input = 8LP / j.LP | ||
| subtitle = | | subtitle = Jump Light Punch | ||
| image =. | | image = CVS2_Ken_jLP.PNG | ||
| caption = | | caption = | ||
| linkname = 8LP | | linkname = 8LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 500 | | damage = 500 | ||
| stun = 5 | | stun = 5 | ||
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}} | }} | ||
<span class="invisible-header">8MP</span> | === <span class="invisible-header">8MP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Strong | | name = Jumping Strong | ||
| input = 8MP | | input = 8MP / j.MP | ||
| subtitle = | | subtitle = Jumping Medium Punch | ||
| image =. | | image = CVS2_Ken_jMP.PNG | ||
| caption = | | caption = | ||
| linkname = 8MP | | linkname = 8MP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|u}}+{{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
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}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 800 | | damage = 800 | ||
| stun = 9 | | stun = 9 | ||
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}} | }} | ||
<span class="invisible-header">8HP</span> | === <span class="invisible-header">8HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Fierce | | name = Jumping Fierce | ||
| input = 8HP | | input = 8HP / jHP | ||
| subtitle = | | subtitle = Jumping Heavy Punch | ||
| image =. | | image = CVS2_Ken_jMP.PNG | ||
| caption = | | caption = | ||
| linkname = 8HP | | linkname = 8HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|u}}+{{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
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}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1200 | | damage = 1200 | ||
| stun = 12 | | stun = 12 | ||
Line 678: | Line 708: | ||
}} | }} | ||
<span class="invisible-header">8LK</span> | === <span class="invisible-header">8LK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Short | | name = Jumping Short | ||
| input = 8LK | | input = 8LK / j.LK | ||
| subtitle = | | subtitle = Jumping Light Kick | ||
| image =. | | image = CVS2_Ken_njLK.PNG | ||
| caption = | | caption = Neutral Jump | ||
| image2 = CVS2_Ken_jLK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8LK | | linkname = 8LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|u}}+{{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 600 | | damage = 600 | ||
| stun = 6 | | stun = 6 | ||
Line 706: | Line 738: | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 600 | | damage = 600 | ||
| stun = 6 | | stun = 6 | ||
Line 725: | Line 757: | ||
}} | }} | ||
<span class="invisible-header">8MK</span> | === <span class="invisible-header">8MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Forward | | name = Jumping Forward | ||
| input = 8MK | | input = 8MK / j.MK | ||
| subtitle = | | subtitle = Jumping Medium Kick | ||
| image =. | | image = CVS2_Ken_njLK.PNG | ||
| caption = | | caption = Neutral Jump | ||
| image2 = CVS2_Ken_jMK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8MK | | linkname = 8MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|u}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
Line 753: | Line 787: | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 900 | | damage = 900 | ||
| stun = 9 | | stun = 9 | ||
Line 772: | Line 806: | ||
}} | }} | ||
<span class="invisible-header">8HK</span> | === <span class="invisible-header">8HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jumping Roundhouse | | name = Jumping Roundhouse | ||
| input = 8HK | | input = 8HK | ||
| subtitle = | | subtitle = Jumping Heavy Kick | ||
| image =. | | image = CVS2_Ken_njHK.PNG | ||
| caption = | | caption = Neutral Jump | ||
| image2 = CVS2_Ken_jHK.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = 8HK | | linkname = 8HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|u}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1300,1400 | | damage = 1300,1400 | ||
| stun = 13 | | stun = 13 | ||
Line 800: | Line 836: | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1300 | | damage = 1300 | ||
| stun = 13 | | stun = 13 | ||
Line 822: | Line 858: | ||
=== Command Normals === | === Command Normals === | ||
<span class="invisible-header">6MK</span> | === <span class="invisible-header">6MK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Fumikomi Mae Geri | | name = Fumikomi Mae Geri | ||
| input = 6MK | | input = 6MK | ||
| subtitle = | | subtitle = Overhead Kick | ||
| image =. | | image = CVS2_Ken_6MK.PNG | ||
| caption = | | caption = | ||
| linkname = 6MK | | linkname = 6MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|f}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
Line 851: | Line 887: | ||
}} | }} | ||
<span class="invisible-header">6HK</span> | === <span class="invisible-header">6HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Shiden Kakato Otoshi | | name = Shiden Kakato Otoshi | ||
| input = 6HK | | input = 6HK | ||
| subtitle = | | subtitle = Stepkick | ||
| image =. | | image = CVS2_Ken_6HK.PNG | ||
| caption = | | caption = | ||
| linkname = 6HK | | linkname = 6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1200 | | damage = 1200 | ||
| stun = 12 | | stun = 12 | ||
Line 882: | Line 918: | ||
=== Throws === | === Throws === | ||
<span class="invisible-header">4/6HP</span> | === <span class="invisible-header">4/6HP</span> === | ||
{{MoveData | {{MoveData | ||
| name = Seoi Nage | | name = Seoi Nage | ||
| input = 4/6HP | | input = 4/6HP | ||
| subtitle = | | subtitle = Punch Throw | ||
| image =. | | image = CVS2_Ken_PThrow.PNG | ||
| caption = | | caption = | ||
| linkname = 4/6HP | | linkname = 4/6HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1700 | | damage = 1700 | ||
| stun = 0 | | stun = 0 | ||
Line 911: | Line 947: | ||
}} | }} | ||
<span class="invisible-header">4/6HK</span> | === <span class="invisible-header">4/6HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jigoku-Guruma | | name = Jigoku-Guruma | ||
| input = 4/6HK | | input = 4/6HK | ||
| subtitle = | | subtitle = Kick Throw | ||
| image =. | | image = CVS2_Ken_KThrow.PNG | ||
| caption = | | caption = | ||
| linkname = 4/6HK | | linkname = 4/6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 2200 | | damage = 2200 | ||
| stun = 0 | | stun = 0 | ||
Line 940: | Line 976: | ||
}} | }} | ||
<span class="invisible-header">j4/6HK</span> | === <span class="invisible-header">j4/6HK</span> === | ||
{{MoveData | {{MoveData | ||
| name = Jigoku-Fuusha | | name = Jigoku-Fuusha | ||
| input = Air 4/6HK | | input = Air 4/6HK | ||
| subtitle = | | subtitle = Air Throw | ||
| image =. | | image = CVS2_Ken_AThrow.PNG | ||
| caption = | | caption = | ||
| linkname = Air 4/6HK | | linkname = Air 4/6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = In Air {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 2000 | | damage = 2000 | ||
| stun = 0 | | stun = 0 | ||
Line 975: | Line 1,011: | ||
| input = 236+P | | input = 236+P | ||
| subtitle = Fireball | | subtitle = Fireball | ||
| image = . | | image = CVS2_Ken_236P_First.PNG | ||
| caption = | | caption = Startup before the fireball comes out | ||
| image2 = . | | image2 = CVS2_Ken_236P_Second.PNG | ||
| caption2 = | | caption2 = The first, larger fireball hitbox | ||
| image3 = CVS2_Ken_236P_Third.PNG | |||
| caption3 = The hitbox once the fireball starts travelling | |||
| linkname = FB | | linkname = FB | ||
| data = | | data = | ||
Line 996: | Line 1,034: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = none | | invul = none | ||
* | * | ||
}} | }} | ||
Line 1,015: | Line 1,052: | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = none | | invul = none | ||
* | * | ||
}} | }} | ||
Line 1,035: | Line 1,071: | ||
| advBlock = -12 | | advBlock = -12 | ||
| invul = none | | invul = none | ||
| description = | | 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. | ||
* | * | ||
}} | }} | ||
Line 1,045: | Line 1,081: | ||
| input = 623+P | | input = 623+P | ||
| subtitle = Dragon punch | | subtitle = Dragon punch | ||
| image = . | | image = CVS2_Ken_623LP_First.PNG | ||
| caption = | | caption = Invincible Startup | ||
| image2 = . | | image2 = CVS2_Ken_623LP_Second.PNG | ||
| caption2 = | | caption2 = Lower body invuln and footsies hitbox | ||
| image3 = CVS2_Ken_623LP_Third.PNG | |||
| caption3 = High reaching anti-air hitbox | |||
| linkname = DP | | linkname = DP | ||
| data = | | data = | ||
Line 1,066: | Line 1,104: | ||
| advBlock = -18 | | advBlock = -18 | ||
| invul = 2 (full), 18 (lower) | | invul = 2 (full), 18 (lower) | ||
* | * | ||
}} | }} | ||
Line 1,085: | Line 1,122: | ||
| advBlock = -32 | | advBlock = -32 | ||
| invul = 2 (full), 24 (lower) | | invul = 2 (full), 24 (lower) | ||
* | * | ||
}} | }} | ||
Line 1,104: | Line 1,140: | ||
| advBlock = -41 | | advBlock = -41 | ||
| invul = 6 (full), 26 (lower) | | invul = 6 (full), 26 (lower) | ||
| description = | | 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. | ||
* | * | ||
}} | }} | ||
Line 1,114: | Line 1,150: | ||
| input = 214+K | | input = 214+K | ||
| subtitle = Tatsu | | subtitle = Tatsu | ||
| image = . | | image = CVS2_Ken_214K.PNG | ||
| caption = | | caption = No hitboxes for this one, use your imagination | ||
| linkname = Tatsu | | linkname = Tatsu | ||
| data = | | data = | ||
Line 1,135: | Line 1,169: | ||
| advBlock = -9 | | advBlock = -9 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,154: | Line 1,187: | ||
| advBlock = -33 | | advBlock = -33 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,173: | Line 1,205: | ||
| advBlock = -41 | | advBlock = -41 | ||
| invul = | | invul = | ||
| description = | | 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. | |||
* | |||
}} | |||
}} | }} | ||
Line 1,184: | Line 1,245: | ||
| input = 421+K | | input = 421+K | ||
| subtitle = Flip Kick | | subtitle = Flip Kick | ||
| image = . | | image = CVS2_Ken_421K_First.PNG | ||
| caption = | | caption = Rising | ||
| image2 = . | | image2 = CVS2_Ken_421K_Second.PNG | ||
| caption2 = | | caption2 = First Hitbox | ||
| image3 = CVS2_Ken_421K_Third.PNG | |||
| caption3 = Second Hitbox | |||
| linkname = Flip Kick | | linkname = Flip Kick | ||
| data = | | data = | ||
Line 1,205: | Line 1,268: | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,224: | Line 1,286: | ||
| advBlock = -5 | | advBlock = -5 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,243: | Line 1,304: | ||
| advBlock = -4 | | advBlock = -4 | ||
| invul = | | invul = | ||
| description = | | 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> ===== | ===== <span class="invisible-header">Geri Kicks</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Geri Kicks | | name = Geri Kicks | ||
| input = 41236+K | | input = 41236+K | ||
| subtitle = Crazy Kicks | | subtitle = Crazy Kicks, Funky Kicks | ||
| image = . | | image = CVS2_Ken_41236LK.PNG | ||
| caption = | | caption = Nata Otoshi Geri | ||
| image2 = . | | 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 | | linkname = Geri Kicks | ||
| data = | | data = | ||
Line 1,273: | Line 1,338: | ||
| advBlock = +2 | | advBlock = +2 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,292: | Line 1,356: | ||
| advBlock = -8 | | advBlock = -8 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,302: | Line 1,365: | ||
| stun = 14 | | stun = 14 | ||
| cancel = None | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = High | | parry = High | ||
| startup = 10 | | startup = 10 | ||
Line 1,311: | Line 1,374: | ||
| advBlock = -7 | | advBlock = -7 | ||
| invul = | | invul = | ||
| description = | | 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. | |||
* | * | ||
}} | }} | ||
Line 1,321: | Line 1,386: | ||
| name = Inazuma Kakato Wari | | name = Inazuma Kakato Wari | ||
| input = Any Geri Kick, hold K | | input = Any Geri Kick, hold K | ||
| subtitle = Overhead Followup | | subtitle = Overhead Followup | ||
| image = . | | image = CVS2_Ken_6MK.PNG | ||
| caption = | | caption = Watch your head | ||
| linkname = Overhead Geri | | linkname = Overhead Geri | ||
| data = | | data = | ||
Line 1,354: | Line 1,417: | ||
| input = 214P | | input = 214P | ||
| subtitle = Roll | | subtitle = Roll | ||
| image = . | | image = CVS2_Ken_214P_First.PNG | ||
| caption = | | caption = Ken does not have low profile during the startup frames | ||
| image2 = . | | image2 = CVS2_Ken_214P_Second.PNG | ||
| caption2 = | | caption2 = Low profile | ||
| linkname = Roll | | linkname = Roll | ||
| data = | | data = | ||
Line 1,375: | Line 1,438: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = MP | | version = MP | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|MP}} | ||
Line 1,393: | Line 1,455: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = HP | | version = HP | ||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|214}} + {{Icon-Capcom|HP}} | ||
Line 1,411: | Line 1,472: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
| description = | | 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. | ||
}} | |||
}} | |||
}} | }} | ||
Line 1,424: | Line 1,484: | ||
| input = 236236P | | input = 236236P | ||
| subtitle = Shoryuken Super | | subtitle = Shoryuken Super | ||
| image = . | | image = CVS2_Ken_236236P.PNG | ||
| caption = | | caption = | ||
| linkname = Shoryureppa | | linkname = Shoryureppa | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 2600 | | damage = 2600 | ||
| stun = 0 | | stun = 0 | ||
Line 1,445: | Line 1,503: | ||
| advBlock = -28 | | advBlock = -28 | ||
| invul = 8 (full), 16 (lower) | | invul = 8 (full), 16 (lower) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| subtitle = | |||
| damage = 3800 | | damage = 3800 | ||
| stun = 0 | | stun = 0 | ||
Line 1,463: | Line 1,521: | ||
| advBlock = -39 | | advBlock = -39 | ||
| invul = 14 (full), 18 (lower) | | invul = 14 (full), 18 (lower) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 5600 | | damage = 5600 | ||
| stun = 0 | | stun = 0 | ||
Line 1,493: | Line 1,551: | ||
| input = 236236K | | input = 236236K | ||
| subtitle = Uppercut Super | | subtitle = Uppercut Super | ||
| image = . | | image = CVS2_Ken_236236K.PNG | ||
| caption = | | caption = | ||
| linkname = Shinryuken | | linkname = Shinryuken | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}} | ||
| subtitle = | |||
| damage = 2500~2900 | | damage = 2500~2900 | ||
| stun = 0 | | stun = 0 | ||
Line 1,514: | Line 1,570: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = 8 (full) | | invul = 8 (full) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 3300~4400 | | damage = 3300~4400 | ||
| stun = 0 | | stun = 0 | ||
Line 1,532: | Line 1,588: | ||
| advBlock = -20 | | advBlock = -20 | ||
| invul = 14 (full) | | invul = 14 (full) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| | | header = no | ||
| | | version = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 3800~6000 | | damage = 3800~6000 | ||
| stun = 0 | | stun = 0 | ||
Line 1,562: | Line 1,618: | ||
| input = 214214K | | input = 214214K | ||
| subtitle = Kick Super, Shippu | | subtitle = Kick Super, Shippu | ||
| image = . | | image = CVS2_Ken_214214K.PNG | ||
| caption = | | caption = | ||
| linkname = Shinryuken | | linkname = Shinryuken | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|K}} | ||
| subtitle = | |||
| damage = 6300 | | damage = 6300 | ||
| stun = 0 | | stun = 0 | ||
Line 1,588: | Line 1,642: | ||
}} | }} | ||
= | == Colors == | ||
[[File:Ken_CvS2_colors.png]] | |||
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- |
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Players to Watch
Name | Country | Groove | Accounts | Notes |
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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