Capcom vs SNK/Ken: Difference between revisions

From SuperCombo Wiki
(added colors)
 
(5 intermediate revisions by 2 users not shown)
Line 3: Line 3:
= Move List =
= Move List =
   Hadoken: QCF+P
   Hadoken: QCF+P
   Shoryuken: DP+P
   Shoryuken: DP+P
n Front Roll: QCB+P
n Front Roll: QCB+P
   Tatsimaki Senpuukyaku: (^)QCB+K
   Tatsimaki Senpuukyaku: (^)QCB+K
n Ryusenkyaku: DP+K
n Ryusenkyaku: DP+K
x Natatoshi Kick: F-DF-D+K
x Natatoshi Kick: F-DF-D+K
x Oosotomawashi Kick: HCF+K
x Oosotomawashi Kick: HCF+K
x Kamabarai Kick: QCF+K
x Kamabarai Kick: QCF+K
x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K
x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K
   Inazuna Kakato Wari: F+3
   Inazuna Kakato Wari: F+3
   SHORYU REPPA: DQCF+P
   SHORYU REPPA: DQCF+P
n SHINRYUKEN: DQCF+K(*K)
n SHINRYUKEN: DQCF+K(*K)
n SHIPPU JINRAI KYAKU: DQCB+K++
n SHIPPU JINRAI KYAKU: DQCB+K++
== Throws ==
== Throws ==
Line 26: Line 38:


== Combos ==
== Combos ==
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  K e n  M a s t e r s                                        hi en no shouryuu
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
o1  ::  17 hit  ::  snk  ::  marvelous!!!!
    Ken in RED and MAX Gauge 99% full. Opponent in corner. j.Fierce \/ s.Jab
    XX Jab Shouryuu Ken \/ Shouryuu Reppa [3 hit] \/ (meter charge) MAX
    Shinryuu Ken
    (j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df +
    K)


o2  ::  17 hit  ::  capcom / snk  ::  marvelous!!!!  ::  J.C. Combo Ex. #1
     (j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df + K)
     Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-3/MAX
 
    Shinryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)


o3  ::  17 hit  ::  capcom / snk  ::  marvelous!!!!  ::  J.C. Combo Ex. #1
    cu.Roundhouse \/ c.Short > c.Roundhouse XX LV-3/MAX Shinryuu Ken
     (Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)
     (Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)


o4  ::  14 hit  ::  capcom  ::  marvelous!!!  ::  J.C. Combo Ex. #1
    Opponent in/near corner. j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu
    Kyaku [1 hit] \/ c.Short > c.Roundhouse XX LV-1 Shouryuu Reppa [3 hit] \/
    LV-2 Shinryuu Ken
     (Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)
     (Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)


o5  ::  14 hit  ::  capcom / snk  ::  marvelous!!!  ::  J.C. Combo Ex. #1
    cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX
    Shippuujinrai Kyaku
     (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)
     (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)


o6  ::  13 hit  ::  capcom  ::  marvelous!!  ::  SF2Freak Combo Ex.
    Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-1 Shouryuu
    Reppa [3 hit] \/ LV-2 Shinryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)


o7  ::  12 hit  ::  capcom / snk  ::  marvelous!  ::  SF2Freak Combo Ex.
    Ken in corner. Opponent 1/3 screen from corner. cu.Roundhouse \/ c.Short >
    c.Short > c.Roundhouse XX Shippuujinrai Kyaku
     (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
     (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)


o8  ::  10 hit  ::  capcom / snk  ::  fantastic!  ::  Adrian Hazzard
    j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ s.Fierce
    XX LV-3/MAX Shouryuu Reppa
     (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
     (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)


o9  ::  9 hit  ::  capcom  ::  wonderful!!
    Opponent 1/3 screen from corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/
    LV-2 Shouryuu Reppa [4 hit] \/ LV-1 Shinryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)


1o  ::  9 hit  ::  capcom / snk  ::  wonderful!!
 
    Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-1 Shouryuu
    Reppa [3 hit] \/ LV-1 Shinryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)


11  ::  7 hit  ::  capcom / snk  ::  very good!!
    j.Roundhouse \/ s.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)
     (Jump HK \/ s.HP XX qcb + HK)


12  ::  7 hit  ::  capcom / snk  ::  very good!!
    j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shouryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
     (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)


13  ::  5 hit  ::  capcom / snk  ::  great!!
    j.Roundhouse \/ s.Jab XX Fierce Shouryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)
     (Jump HK \/ s.LP XX f,d,df + HP)


14  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
     (Jump HK \/ c.LK > db + HK XX qcf + P)
     (Jump HK \/ c.LK > db + HK XX qcf + P)


15  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)
     (Jump HK \/ c.LP > c.LK XX qcf + P)


16  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)
     (Jump HP \/ c.LK > c.HP XX qcf + P)


17  ::  3 hit  ::  capcom / snk  ::  good!!
    j.Fierce \/ c.Fierce XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)
     (Jump HP \/ c.HP XX qcf + P)


[ Xtra ]
=== EX Combos ===
- Combo o1,o2,o3,o4,o6,o9,1o
  Rapidly press the buttons so the Shinryuu Ken hits more.
 
- Combo o1,o2,o6,o9,1o
  The Jab Shouryuu Ken pops the opponents into the air at the perfect height
  to allow Ken to land and cancel immediately into a Shouryuu Reppa to juggle.
 
- Combo o1
  If this combo was actually done in tournament play, I`d give the person mad
  props. The MAX Gauge _must_ be right near the edge of completion for this to
  work. Immediately after landing from the Shouryuu Reppa, charge up the last
  1% of MAX Gauge and buffer in the Shinryuu Ken motion. You literally have
  less than a second to do this because the opponent falls quickly. Once you
  hit MAX, do the super as the opponent should be close to hitting the ground
  by now. You can "negative edge" this to get it to work too - keep holding HP
  + HK as you buffer in the qcf,qcf. Once the MAX is reached, release HP as
  you still hold HK, _then_ release HK as the qcf,qcf motion is complete. Ken
  will immediately go into the MAX Shinryuu Ken to catch.


- Combo o3,o4
  Once the c.Roundhouse sweeps the opponent, quickly go into the Shouryuu
  Reppa to juggle.


- Combo o4,o9
  The reason for the specific distance is because once you get to the Shouryuu
  Reppa`s second loop, Ken would have juggled his opponent into the corner.
  Sometimes, depending on the opponent, they can fall behind Ken`s Shinryuu
  Ken and not be hit by it. So the distance makes it so that once you get to
  the corner, they`ll fall down straight against the wall and Ken can land and
  juggle easily.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  K e n  M a s t e r s  EX
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
o1  ::  11 hit  ::  capcom / snk  ::  fantastic!!
    cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX LV-3/MAX
    Shouryuu Reppa
     (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
     (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)


o2  ::  10 hit  ::  capcom / snk  ::  fantastic!  ::  Adrian Hazzard
    j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ s.Fierce
    XX LV-3/MAX Shouryuu Reppa
     (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
     (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)


o3  ::  9 hit  ::  capcom  ::  wonderful!!
    Opponent 1/3 screen from corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/
    LV-1 Shouryuu Reppa [3 hit] \/ LV-2 Shouryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)


o4  ::  7 hit  ::  capcom  ::  very good!!
    j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-2 Shouryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)


o5  ::  7 hit  ::  capcom / snk  ::  very good!!
    j.Roundhouse \/ s.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)
     (Jump HK \/ s.HP XX qcb + HK)


o6  ::  7 hit  ::  capcom / snk  ::  very good!!
    j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shouryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
     (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)


o7  ::  5 hit  ::  capcom / snk  ::  great!!
    j.Roundhouse \/ s.Jab XX Fierce Shouryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)
     (Jump HK \/ s.LP XX f,d,df + HP)


o8  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
     (Jump HK \/ c.LK > db + HK XX qcf + P)
     (Jump HK \/ c.LK > db + HK XX qcf + P)


o9  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)
     (Jump HK \/ c.LP > c.LK XX qcf + P)


1o  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)
     (Jump HP \/ c.LK > c.HP XX qcf + P)


11  ::  3 hit  ::  capcom / snk  ::  good!!
     (Jump HP \/ c.HP XX qcf + P)
    j.Fierce \/ c.Fierce XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P


== EX Changes ==
== EX Changes ==


== CVS Pro Changes ==
== CVS Pro Changes ==
* New motion for his Ryusenkaku, it is now performed by B, D, DB, LK or HK. He
jumps higher in the air with this move than before and it only hits once, but
it now knocks down making it REALLY useful (the delay afterwards isn't as bad
as if was before when blocked on the ground, but you are vulnerable in the air
for much longer).
* The first hit of his thee hit FP Dragon Punch knocks down, meaning that even
if the next hits whiff you aren't left vulnerable as you are in CvS and the
Alphas.
* All three hits of his FP Dragon Punch connect in the air if used as an air
counter. (found by Laicram at shoryuken.com forums).
* Timing on his juggle combo in the corner has changes somewhat, after juggling
with the level 1 shoryureppa, you have to do the vaccum dp super earlier to
juggle (the bottom portion whiffs), but it still hits for decent life.
= Colors =
[[File:Cvs1colorsken.png|left|alt=*sprites ripped and compiled by @laddermatch]]


[[Category: Capcom Vs. SNK]]
[[Category: Capcom Vs. SNK]]
[[Category:Ken]]

Latest revision as of 09:48, 25 March 2024

Introduction

Move List

 Hadoken: QCF+P
 Shoryuken: DP+P

n Front Roll: QCB+P

 Tatsimaki Senpuukyaku: (^)QCB+K

n Ryusenkyaku: DP+K

x Natatoshi Kick: F-DF-D+K

x Oosotomawashi Kick: HCF+K

x Kamabarai Kick: QCF+K

x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K

 Inazuna Kakato Wari: F+3
 SHORYU REPPA: DQCF+P

n SHINRYUKEN: DQCF+K(*K)

n SHIPPU JINRAI KYAKU: DQCB+K++

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

    (j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df + K)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)
    (Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)
    (Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)
    (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)
    (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
    (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)


    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)
    (Jump HK \/ s.HP XX qcb + HK)
    (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
    (Jump HK \/ s.LP XX f,d,df + HP)
    (Jump HK \/ c.LK > db + HK XX qcf + P)
    (Jump HK \/ c.LP > c.LK XX qcf + P)
    (Jump HP \/ c.LK > c.HP XX qcf + P)
    (Jump HP \/ c.HP XX qcf + P)

EX Combos

    (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
    (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
    (Jump HK \/ s.HP XX qcb + HK)
    (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
    (Jump HK \/ s.LP XX f,d,df + HP)
    (Jump HK \/ c.LK > db + HK XX qcf + P)
    (Jump HK \/ c.LP > c.LK XX qcf + P)
    (Jump HP \/ c.LK > c.HP XX qcf + P)
    (Jump HP \/ c.HP XX qcf + P)

EX Changes

CVS Pro Changes

  • New motion for his Ryusenkaku, it is now performed by B, D, DB, LK or HK. He

jumps higher in the air with this move than before and it only hits once, but it now knocks down making it REALLY useful (the delay afterwards isn't as bad as if was before when blocked on the ground, but you are vulnerable in the air for much longer).

  • The first hit of his thee hit FP Dragon Punch knocks down, meaning that even

if the next hits whiff you aren't left vulnerable as you are in CvS and the Alphas.

  • All three hits of his FP Dragon Punch connect in the air if used as an air

counter. (found by Laicram at shoryuken.com forums).

  • Timing on his juggle combo in the corner has changes somewhat, after juggling

with the level 1 shoryureppa, you have to do the vaccum dp super earlier to juggle (the bottom portion whiffs), but it still hits for decent life.

Colors

*sprites ripped and compiled by @laddermatch