(→Advanced Strategy: Made Ken Masters's Advanced Strategy section.) |
Lichmassacre (talk | contribs) mNo edit summary |
||
(54 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
[[image:Kensvc.gif|"A thin line separates us. I call it 'talent'." | {{TOClimit|3}} | ||
=Introduction= | {{SVC Character Subnav|name=Ken}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | ケン・マスターズ, Ken Masters | |||
|- | |||
! align="center" colspan="2" | [[image:Kensvc.gif|"A thin line separates us. I call it 'talent'."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Rushdown shoto | |||
|- | |||
| '''Difficulty''' || Easy | |||
|- | |||
| '''Max Mode Needed?''' || Up to you | |||
|- | |||
| '''Tier Placement''' || Non-Threat (D) | |||
|- | |||
| '''Standing Hitbox''' || Average | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Kenfacesvc.png|right]] | [[image:Kenfacesvc.png|right]] | ||
Ken Masters is the long-time friend and rival of Ryu in the Street Fighter series, having been playable as far back as the original SF in 1987. Whereas Ryu is a more balanced, zoning friendly shoto, Ken is more aggressive and flashier with his fighting style. Ken is ''usually'' a pretty strong pick in the Street Fighter games and even some spinoff games, and sure, he isn't the worst character here, either, but almost every other shoto is better suited for SVC than he is. Sporting his classic DP isn't enough to help him get by when what good points he does have, other characters probably do better and then some. He's too honest for his own good in a broken game. If you heavily insist on playing an easy character and you never jived with Ryu, there are still better options, but Ken at least has some usefulness. | |||
{{ ProConTable | |||
| pros= | |||
* '''Easy to play:''' If you play any amount of fighting games, you pretty much know how any shoto archetype plays. Same with Ryu, if you can play him, you can most likely do just fine with Ken. He's only very slightly harder to learn than Ryu is, but still serves a good starting point to learn the basics with an easy-to-understand kit. | |||
* '''Good normals and Command Moves:''' Ken has a good selection of different buttons to work with for a variety of situations. They're mostly comparable to Ryu's buttons with slight differences, but they allow him to play neutral comfortably enough. | |||
* '''Decent mobility:''' Ken's overall movement speed and jump arc is quite good and compliments his rushdown playstyle nicely. In addition to this, it's one of the few things he has over Violent Ken to stand out with. Though it may seem small, the extra mobility can prove helpful regardless of the matchup. | |||
* '''Can grab his opponents in the air:''' One of the only air throws in the game, Ken can use his CD throw to grab opponents in the air for the extra mixup, though it only throws forwards. | |||
* '''Easy, short, and (relatively) damaging combo:''' Any combo does is usually pretty rewarding, and they don't take much to learn, either. As one of the few things he does better than Ryu, Ken can comfortably earn consistent damage with his combos. | |||
* '''Supers are easy to confirm into:''' In the same vein that his combos are easy to learn and do, confirming his supers is also easy, too. Even his max mode combos hardly deviate from this trend much, since most of the time his max mode combos just cancel off of his heavy DP. | |||
* '''Excellent anti-air options:''' Ken's solid buttons and his famous DP give him a lot of leg room to anti-air his opponents and punish attempts at jumping in, making jumping against him riskier. | |||
* '''Amazing DP:''' Ken's DP is one of the better DPs in the game with great i-frames to boot. It serves as a great reversal to get out of bad situations and does a respectable amount of damage. Ken players should always aim to make the most of his DP whenever possible - wakeup DP addiction aside. | |||
* '''Unique quirks:''' This part of the pros section is stretching it, but Ken has some unique traits like being able to link db.D twice in a row for some more damage, or how he can connect multiple DPs in a row due to some cancel shenanigans. This makes it that if you're truly dedicated to mastering normal Ken, you have a few extra ways of optimizing his damage further. | |||
| cons= | |||
* '''Bad projectile:''' As with Street Fighter, Ken's more of an aggressive fighter than a zoner, leading to a riskier and less rewarding Hadouken. Due to the nature of SVC being a more zoning heavy game, this naturally leaves his projectile game a lot to be desired combined with his other issues. | |||
* '''Ground Tatsu is unsafe on hit:''' Using Ken's tatsu will generally get you killed if you're on the ground, no matter the version you use, made worse by pushing him closer to the opponent. Only way to make it safe is if it stuns, a risk not worth taking. | |||
* '''Exceed is hard to hit:''' Ken's Shinryuken being his Exceed means you must combo into it if you want to make any meaningful use out of it, and these combos are limited, including max mode combos. Not comboing into it means getting next to no damage out of it, and that's assuming it fully connects with poor horizontal reach. | |||
* '''Meter hungry in general:''' Ken's normal combos do good damage but in order for him to unlock his optimal damage, he has to rely on super combos and max mode cancels that confirm into super. Plus, as a rushdown character with bad zoning and having to force his way in, often has to close the gap against opponents with GCFS, burning more of his meter. | |||
* '''Basic toolkit:''' Ken has more moves than Ryu does, but functionally is a rushdown version of Ryu, whose kit is already very simple. When you add on top of that mediocre moves like tatsu and his geri kicks, Ken isn't offering much different to his gameplay. | |||
* '''Doesn't mesh well with the flow of the game:''' Beyond offering good punishes, Ken feels out of place in SVC's meta, including his already mentioned bad zoning. It's less that he is bad, and more that he doesn't offer anything that you can't get from someone else but better. SVC is also a broken game, but Ken does nothing broken himself. He does many things and does only a few of them okay. | |||
* '''Ryu does nearly everything better than Ken in this game:''' If you want to stick with the ol'-reliable shoto archetype, Ryu offers so much more in general. What Ryu lacks in stronger rushdown and a better DP he makes up for it everywhere else. Having access to safer, more reliable zoning and sharing the same moves as Ken without the downsides makes him stand out better. Plus, even in areas where Ken is technically better, in practice they're marginally better differences. | |||
* '''Violent Ken exists:''' What few things Violent Ken lacks in comparison to normal Ken generally doesn't justify picking normal Ken instead. As a boss character, he may not always be tournament legal, and has a higher learning curve than normal Ken, but much of what both Ken and Violent Ken can do overlaps, making learning the two characters fairly easy. Violent Ken is simply a better Ken, leaving normal Ken with no identity. A no-bosses allowed meta doesn't help Ken stand out, either. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=5 | |||
|Recovery=5 | |||
|Total=13 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Not that good for Light Attack chains, because it will whiff on some characters, but he can cancel it anyway. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
* | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Good for Light Attack chains, but as a ender(You can't chain this move into itself, or other Light Attacks). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=2, 5, 4 | |||
|Recovery=10 | |||
|Total=25 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Use this normal on combos. Can be easily canceled(And comboed) into almost all of Ken's Special/Super Moves. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
== | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=15 | |||
|Total=24 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Like the cl.C, but it's a knee, and cannot be canceled(Just use the cl.C). | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=4 | |||
|Total=13 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* Good poking move. It's a incredible one just because it doesn't whiff on low crouching chars(It looked like, really). Can be normal canceled, and even chained into itself(The timing is tricky). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery=7 | |||
|Total=20 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Can be useful as an anti-air, but he can just do a DP instead. Cannot be canceled. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=2 | |||
|Recovery=19 | |||
|Total=28 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Fast, but not that useful. Will whiff on low crouching chars(That's why f.A is better), and cannot be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=5 | |||
|Recovery=28 | |||
|Total=43 | |||
|Hit Adv=-13 | |||
|Block Adv=-15 | |||
|Invulnerability= | |||
|description=* Ken's poke with the best reach. Won't whiff on low crouching chars, and it has a decent recovery too, which makes it good to use. Can't be normal canceled. | |||
}} | |||
}} | |||
== | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Just a little punch that is useful as a poke(Has a little more reach than the f.A). Can be normal canceled, chains into itself, and even other Light Attacks. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=15 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A kick that hits low. Good to use on Light Attack chains, but as a starter. Can be normal canceled, and chained into itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=1, 1, 6 | |||
|Recovery=20 | |||
|Total=33 | |||
|Hit Adv=-8 | |||
|Block Adv=-10 | |||
|Invulnerability= | |||
|description=* Another anti-air. Just do a DP instead. Can be normal canceled too(You can use this on combos instead of the cl.C, but that's optional). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=2 | |||
|Recovery=22 | |||
|Total=35 | |||
|Hit Adv=SKD | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* The Shoto's sweep. Can be used as a low poke. You can actually cancel this move, so if you need meter, cancel it into a Projectile/DP/Tatsu. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Can be used as a neutral jump-in attack for combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=10 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Can be used as a jump-in attack, but Ken has better options for that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
* | |image= | ||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=10 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Kick aiming up. Good to use if your opponent has a high jump. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=9 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* One of Ken's jump attacks for crossup combos, and it's very easy to combo after it. Ken has better options for crossup attacks, but that doesn't mean that you can't use this move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
=== | {{MoveData | ||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Almost the same as the above, but aiming a little for the ground. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Punch for jump-in attacks. Good damage on this one. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Just an air-to-air defensive move. You can use this, but you'll need to know what to do after it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Ken's move in the air! Useful as an air-to-air, air to ground, and for crossup(and damaging) combos! Learn this move(Or the diagonal j.B) for crossup combos, you'll need it in your game(Remember: Ken is an "In your face" char, so if you have an opportunity, do stylish combos on your opponent). | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Inazuma Kakato Wari | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ken's overhead kick. It's a little fast, but you cannot cancel it(Outside of Max Mode). Do it mostly on the opponent's wakeup. You can max cancel his normals into this move, but you can't connect them. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=db.D | |||
|caption= | |||
|name=Kurubushi Kick (cr.MK) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The Shoto's classic cr.MK. Ken has the fastest cr.MK between the Shotos in this game(It is so fast that he can link two cr.MKs), which is good for him and his combos. It hits low too. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Hadou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Not a good projectile. Very unsafe if hits. Don't use this, unless if you want to negate another projectile, or even to cancel the cr.D, if you need meter. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Shouryuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is awesome! One of the best anti-airs in the game! So quick, and even has fast startup(With some invincibility frames). The A version is better for anti-airing your opponent(The hit can be max canceled, but you combo only if you get a counter hit), and the C version is better on combos(Does 3 hits, and the first 2 hits can be Supercanceled in Max Mode). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb K | |||
|caption= | |||
|name=Tatsumaki Senpuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Not a good tastu. After the move connects(Let's... Suppose you canceled the cl.C into this move) Ken will be at a frame disadvantage(That means your opponent will recover after you after the attack, and the version used won't even matter, and if he was on a frame advantage, he could make easy infinites, making Ken Masters, a broken char). The best way to use it is if ''you're sure'' that your opponent will get a stun while/after the move hits(Use the D version for that in the corner, but if not, use the B version). | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=j.qcb K | |||
|caption= | |||
|name=Kuuchuu Tatsumaki Senpuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=j.qcb B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=j.qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is a good version of Ken's tatsu. Can be used to move in the air, to do crossups, and even as a jump-in attack! The bigger the opponent, more hits he/she will get, and you can score a combo after it! If you need more hits on a combo, or if you want to practice Ken's rushdown game, learn how to use this move, you'll need it. | |||
}} | |||
}} | |||
Ken | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf B | |||
|caption= | |||
|name=Kama Barai Geri | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* One of Ken's "Geri"(Means "Kick"). Pretty fast, and can be max canceled (Only), which is a little good, but will whiff on small crouching chars. Ken's "Geri" Moves are important for him, so learn them. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
Ken's | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=hcf D | |||
|caption= | |||
|name=Nata Otoshi Geri | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ken's best "Geri" move for combos. He will perform a kick with 2 hits, and the two of them can be max canceled (Only), and Ken can do some good combos involving it(In Max Mode, I mean). The second hit can whiff on some crouching chars. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf BD | |||
|caption= | |||
|name=Oosoto Mawashi Geri | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Useful as anti-air, but, again, just do a DP instead. It's the only "Geri" move that will knock your opponent down. Can whiff on some crouching chars, and if you want to use it on combos, forget it, Ken has better options. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=Hold K After Any Geri | |||
|caption= | |||
|name=Inazuma Kakato Wari | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ken will do his f+B overhead. In the D "Geri", Ken will do only one hit, like in the other versions(He should do 2 hits, but it's okay), and after that, he will do the overhead(And they won't connect too). | |||
}} | |||
}} | |||
'' | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Shippuujinrai Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=31x13 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=0+3 | |||
|Active=80 | |||
|Recovery=27 | |||
|Total=104 | |||
|Hit Adv=SKD (+62) | |||
|Block Adv=Varies '''(6th= -44)''' | |||
|Invulnerability=1F~11F (Startup and first few active frames) | |||
|description=* Detailed Active frame count: 1, 1, (12), 1, (10), 1, (12), 1, 1, (8), 2, (6), [1, (2), 1, (3),]x2, 1, (2), 1 | |||
* A super pulled from his SF3 iterations, where Ken kicks the opponent several times into a rising tatsumaki senpuukyaku. It does more hits and a bit more damage than the Super below. His main go to super for combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Shouryuu Reppa | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=34x7 | |||
|Counter Dmg=38 | |||
|Guard=Mid | |||
|G. Crush=2x7 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The less used in Ken's combos, but the easier to land. Use this if you're in trouble with the "SA3". If you want to try, just max cancel a DP+C into this super, and see how easy it is(It even has a shortcut, DP+C, QCF+P). | |||
}} | |||
}} | |||
= | ===Exceed=== | ||
''' | {{MoveData | ||
|image= | |||
|subtitle=qcfx2+BD, Mash Buttons | |||
|caption= | |||
|name=Shinryuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=60x9~17 | |||
|Counter Dmg=64 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ken's... Exceed... Really, SNK? The Shinryuken is his Exceed? I quit. First, the epic roll, now this hard-to-hit Exceed? Thank you, SNK... It doesn't matter, Ken has some hit-confirm combos for this Exceed(Almost auto-win ones). Remember that you have only one chance to do it, so mash like if you need to win! Or use controllers with turbo... Which I don't like that much... | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Ken's gameplan''''' | |||
Ken is a simple close-range(Or rushdown) char, with nice moves to help him on that, like the air tatsu and his damaging supers. He needs to be agressive, because if Ken takes a combo/is being pressured, especially in Max Mode, he will get a free stun/guard crush, and that's why you need to master the GCF, or the CD counter. For an anti-air, just do a DP+A, it's fast, and will knock your opponent down, which gives you time to plan on "what to do now?", and the answer is... Continue being argressive, and stylish. Oh, and the almost useless moves... The projectile, and the ground tatsu... You can avoid them, really, they won't help you. Well, play agressive, don't give your opponent time to breathe, avoid some somes, do combos, and know how to master his defensive options(They aren't that hard too). Good luck in your future matches. | |||
'' | ===Advanced Strategy=== | ||
'''''Double Shoryuken cancel''''' | |||
Ken's | This is a tech that you should learn for Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in Ken's game(Isn't unique for him, he isn't the only character that can link more than one DP in one combo), but it's a little tricky to do. This can be called "Double", but you can repeat it many times, but based in your Max Mode gauge. Now, ''"How can I do it?"'' First, Ken must '''not have''' the ability to use his Exceed(If you assume you are in a real match, you can either be with the yellow life, or you can even spend your Exceed before you try this). Now, Ken must be in Max Mode(You should open your training mode while you read this). Now, do a DP+C, and as you already know, it does 3 hits. Now, the tricky part begins. First, try to "cancel" the '''first hit''' of the DP+C into a QCF+KK(Normally, if you had the Exceed avaliable, you would combo into the Exceed. It's like [[Kim Kaphwan (SvC)|Kim's]] Haki cancel, if you know what I mean). You can be asking: ''"Is this a special move?"'' No, this isn't even a move, it's just part of the trick. Now, after you "canceled", did Ken flash? If not, I'm sorry, because you missed. If yes, that's fine, but that's only the easiest part. Now, try to, after the "cancel", do another DP+C on your opponent by canceling the '''second hit''' of the DP. Ken will do another DP+C, and remember that in Max Mode, you can Supercancel the DP+C, leading to more damaging combos! But sadly, you can't do DP into Exceed, because you must not have the Exceed avaliable to use this tech... I know, it's hard to do, but with practice, you can master this technique. (Important note: This thing is very harder to do with Ken's Violent version.) | ||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
= | ===Starters=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B, cl.B || TBA || TBA || TBA || TBA || | |||
|- | |||
|cr.B, cr.A || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C || TBA || TBA || TBA || TBA || Easy combo. You have two options on this combo too, one for damage, and the other for a low starter. For some finishers, you'll need to crossup with the Jump Attack to make it work. You should learn this combo, and practice Ken's crossups too. | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Any Super || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, db.D, qcb x2 K || TBA || TBA || TBA || TBA || Another good, and damaging combo. Practice this combo, and it's easier to do with the cl.C(You'll have a little more time to react and cancel it). If you want, you can add a QCB+B after the db+D, but it can be safe this time. I said that it can. | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cr.B, cr.A, dp C(2), (SC)Exceed || TBA || TBA || TBA || TBA || Easy light confirm into Exceed, particularly because of dp C giving you more than enough time to hit confirm after the lights connect. Arguably the best way to combo into Exceed without relying on heavies or a window to punish the opponent. | |||
|- | |||
|(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C(2), (doubel dp cancel), (SC)qcb x2 K || TBA || TBA || TBA || TBA || Ken's BnB in Max Mode, and one of Ken's most damaging ones. Pretty easy, except for the fact that you can do Double Shoryuken Cancels(But that's optional, remember that everytime). Practice this combo, you'll need it for your life. | |||
|- | |||
|(Corner only, tall/big characters only) (j.X / j.qcb K,) cl.C / cr.B, cl.B, dp C(2), (C)hcf D(2), (C)dp C(2), (double dp cancel), (SC)qcb x2 K || TBA || TBA || TBA || TBA || A variation of the combo number one. Pretty good, I can assume, but you should stick with the first, because those tall characters aren't that used(Except in [[Sagat (SvC)|Sagat]]/[[Demitri Maximoff (SvC)|Demitri]]'s cases). Good luck on this one, it's a little tricky too. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Ken]] |
Latest revision as of 02:32, 28 July 2024
ケン・マスターズ, Ken Masters | |
---|---|
Category | Normal |
Playstyle | Rushdown shoto |
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Non-Threat (D) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Ken Masters is the long-time friend and rival of Ryu in the Street Fighter series, having been playable as far back as the original SF in 1987. Whereas Ryu is a more balanced, zoning friendly shoto, Ken is more aggressive and flashier with his fighting style. Ken is usually a pretty strong pick in the Street Fighter games and even some spinoff games, and sure, he isn't the worst character here, either, but almost every other shoto is better suited for SVC than he is. Sporting his classic DP isn't enough to help him get by when what good points he does have, other characters probably do better and then some. He's too honest for his own good in a broken game. If you heavily insist on playing an easy character and you never jived with Ryu, there are still better options, but Ken at least has some usefulness.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, 5, 4 | 10 | 25 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 15 | 24 | +1 | -1 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 4 | 13 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 2 | 19 | 28 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 10 | 5 | 28 | 43 | -13 | -15 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, 1, 6 | 20 | 33 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
31x13 | 34 | Mid | 0 | 0 | 0 | X | 0+3 | 80 | 27 | 104 | SKD (+62) | Varies (6th= -44) | 1F~11F (Startup and first few active frames) | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34x7 | 38 | Mid | 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60x9~17 | 64 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Ken's gameplan
Ken is a simple close-range(Or rushdown) char, with nice moves to help him on that, like the air tatsu and his damaging supers. He needs to be agressive, because if Ken takes a combo/is being pressured, especially in Max Mode, he will get a free stun/guard crush, and that's why you need to master the GCF, or the CD counter. For an anti-air, just do a DP+A, it's fast, and will knock your opponent down, which gives you time to plan on "what to do now?", and the answer is... Continue being argressive, and stylish. Oh, and the almost useless moves... The projectile, and the ground tatsu... You can avoid them, really, they won't help you. Well, play agressive, don't give your opponent time to breathe, avoid some somes, do combos, and know how to master his defensive options(They aren't that hard too). Good luck in your future matches.
Advanced Strategy
Double Shoryuken cancel
This is a tech that you should learn for Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in Ken's game(Isn't unique for him, he isn't the only character that can link more than one DP in one combo), but it's a little tricky to do. This can be called "Double", but you can repeat it many times, but based in your Max Mode gauge. Now, "How can I do it?" First, Ken must not have the ability to use his Exceed(If you assume you are in a real match, you can either be with the yellow life, or you can even spend your Exceed before you try this). Now, Ken must be in Max Mode(You should open your training mode while you read this). Now, do a DP+C, and as you already know, it does 3 hits. Now, the tricky part begins. First, try to "cancel" the first hit of the DP+C into a QCF+KK(Normally, if you had the Exceed avaliable, you would combo into the Exceed. It's like Kim's Haki cancel, if you know what I mean). You can be asking: "Is this a special move?" No, this isn't even a move, it's just part of the trick. Now, after you "canceled", did Ken flash? If not, I'm sorry, because you missed. If yes, that's fine, but that's only the easiest part. Now, try to, after the "cancel", do another DP+C on your opponent by canceling the second hit of the DP. Ken will do another DP+C, and remember that in Max Mode, you can Supercancel the DP+C, leading to more damaging combos! But sadly, you can't do DP into Exceed, because you must not have the Exceed avaliable to use this tech... I know, it's hard to do, but with practice, you can master this technique. (Important note: This thing is very harder to do with Ken's Violent version.)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cl.B | TBA | TBA | TBA | TBA | |
cr.B, cr.A | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C | TBA | TBA | TBA | TBA | Easy combo. You have two options on this combo too, one for damage, and the other for a low starter. For some finishers, you'll need to crossup with the Jump Attack to make it work. You should learn this combo, and practice Ken's crossups too. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Any Super | TBA | TBA | TBA | TBA | |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, db.D, qcb x2 K | TBA | TBA | TBA | TBA | Another good, and damaging combo. Practice this combo, and it's easier to do with the cl.C(You'll have a little more time to react and cancel it). If you want, you can add a QCB+B after the db+D, but it can be safe this time. I said that it can. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Exceed | TBA | TBA | TBA | TBA |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / j.qcb K - cross-up preferably,) cr.B, cr.A, dp C(2), (SC)Exceed | TBA | TBA | TBA | TBA | Easy light confirm into Exceed, particularly because of dp C giving you more than enough time to hit confirm after the lights connect. Arguably the best way to combo into Exceed without relying on heavies or a window to punish the opponent. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C(2), (doubel dp cancel), (SC)qcb x2 K | TBA | TBA | TBA | TBA | Ken's BnB in Max Mode, and one of Ken's most damaging ones. Pretty easy, except for the fact that you can do Double Shoryuken Cancels(But that's optional, remember that everytime). Practice this combo, you'll need it for your life. |
(Corner only, tall/big characters only) (j.X / j.qcb K,) cl.C / cr.B, cl.B, dp C(2), (C)hcf D(2), (C)dp C(2), (double dp cancel), (SC)qcb x2 K | TBA | TBA | TBA | TBA | A variation of the combo number one. Pretty good, I can assume, but you should stick with the first, because those tall characters aren't that used(Except in Sagat/Demitri's cases). Good luck on this one, it's a little tricky too. |