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= | {{SVC Character Subnav|name=Violent Ken}} | ||
''''' | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | 洗脳されたケン, Brainwashed Ken | |||
|- | |||
! align="center" colspan="2" | [[image:VKensvc.gif|"I-is...this... the joy of the powerful...? Heh...heh...heh, heh, heh."|center]] | |||
|- | |||
| '''Category''' || Mid-Boss | |||
|- | |||
| '''Playstyle''' || Rushdown shoto | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Much better with it | |||
|- | |||
| '''Tier Placement''' || Top Tier (S) | |||
|- | |||
| '''Standing Hitbox''' || Average | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 248 (Player) / 200 (CPU) | |||
|- | |||
| '''Wall Jump''' || No | |||
|- | |||
|} | |||
==Introduction== | |||
[[image:VKenfacesvc.png|right]] | |||
Ken got kidnapped by Shadaloo (aka [[SvC Chaos: SNK Vs Capcom/M. Bison|M. Bison's]] organization), got brainwashed, and has turned into a killing machine known as Violent Ken. Compared to normal Ken, who gives very little reason to pick him if at all, Violent Ken is one of the strongest shotos in the game with really strong offensive power, including a nifty forward teleporting dash special and even a tatsu that mimics the properties of the SF2: Hyper Fighting/Turbo tatsu that Ryu and Ken had. He sports strong juggles, effective ways to open the opponent up, and overall makes for one of the stronger boss characters as a solid top tier. He's harder than normal Ken for sure, but his unique appeal makes it very easy to have fun playing as him. | |||
'''How to select Violent Ken (Outside of Super Plus)''' | |||
* While you're in the character select screen, do those inputs, '''before the timer reaches 10 seconds:''' | |||
:* (While holding start, press) Up(2x), Down, Left(2x), Right, Left, Up | |||
::*'''Numpad notation:''' 88244648 | |||
* Console Method: Hold R1/RT above Vega | |||
( | {{ ProConTable | ||
| pros= | |||
* '''Mostly easy to play:''' If you already play Ken, who is an easy character to pick up already, then there's not much else to learn about V. Ken beyond his combos. | |||
* '''Teleport dash that gives him free pressure/mixup windows:''' Approaching any character becomes much easier thanks to V. Ken's fast dash teleport. It's not only (mostly) safe, but can even cross-up the opponent and catch people off guard. | |||
* '''Unique air tatsu based on SF2HF:''' V. Ken is the only shoto in the game with access to a horizontally moving air tatsu. It not only moves fast but can even move backwards off a back jump. | |||
* '''Can juggle the opponent relatively easily:''' V. Ken's main super, qcb x2 K, is great for punishes and lets his juggle loops set themselves up. Regardless of whether you use max mode or not, this is worth practicing for better damage. | |||
* '''Strong combo potential:''' Combined with arguably some of the best light confirms to utilize in the game, V. Ken's combo potential is flexible and highly rewarding both for neutral and off of punishes in any matchup. | |||
* '''Max Mode is very useful, but not a requirement:''' Although V. Ken is much better off utilizing Max Mode for his most optimal combos, he can still do okay enough without it as he still does high damage and can work with his light confirms regardless. | |||
* '''Shinryuken is no longer an Exceed:''' Shinryuken is now a regular super, no longer tied to a one use Exceed per match, increasing its usability. | |||
* '''Overall better Exceed than Vanilla Ken:''' Unlike vanilla Ken, V. Ken's Exceed is a fast ranbu which has far more practical ways to use and combo into it, and with really high damage to boot, makes for an excellent combo ender. One that gives Violent Ken death combos off of his regular BnBs. | |||
* '''A better Ken than Vanilla Ken:''' Nearly everything normal Ken can do, Violent Ken can also do and better, as well. Violent Ken only lacks a few things compared to normal Ken, but because both characters have so much overlap, you don't lose much by not picking normal Ken. Really, he has no identity in this game because Violent Ken is everything normal Ken lacks. | |||
| cons= | |||
* '''Worse health than Vanilla Ken:''' Ken already has mediocre health, but V. Ken takes it the extra mile by turning him into a glass cannon, so V. Ken can't afford many mistakes in neutral before losing the round. | |||
* '''Bad projectile:''' You're playing V. Ken wrong if you play him like a traditional shoto and try to zone with his fireball. Though it has some use, it's unremarkable as a projectile. | |||
* '''Mediocre movement:''' With a slow walking speed and a weaker jump arc than most characters, V. Ken has to dash more often or use his teleport dash to catch up to his opponent, as his normal movement is fairly sluggish without those tools. In a movement heavy game and against opponents who have access to better movement options than V. Ken does, this becomes very problematic and hampers V. Ken's potential for rushdown. | |||
* '''Air Tatsu can't extend combos:''' Being unique as it is, hitting only horizontally, you can't use air tatsu to start combos with unlike the other shotos. | |||
* '''Teleport only travels one direction:''' His teleport dash, albeit still important to his gameplay, can only move V. Ken forwards which limits his potential use for it. Worst off, this makes him pretty predictable even if a solid character. | |||
* '''Harder to play if you cannot hit confirm off lights:''' V. Ken can do some combos with his heavy attacks, but has overall fewer options compared to using light starters. cl.C into db.D isn't a good option either unless you either get a backhit or have meter to burn for super. | |||
* '''You'll be doing a lot of DPs:''' V. Ken's most important tools overall for neutral and combos, his DP and teleport dash, basically means you need to be able to do consistent DPs repeatedly into each other. While not difficult, it can be tiring to do if you're not somewhat clean with your DP inputs. | |||
* '''Most damaging combos locked behind Max Mode:''' V. Ken can TOD the opponent with Max Mode, and his normal loops in general deal huge damage. Although his normal BnBs also deal high damage, they're limited without burning meter, especially without his juggle loops. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
= | ==Move List== | ||
==Normal Moves== | ===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=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter=6 | |||
|Cancel=Any | |||
|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 against some characters. Normal cancellable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=5 | |||
|Meter=6 | |||
|Cancel=Cmd, Sp, Su | |||
|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=18 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter=12 | |||
|Cancel=Cmd, Sp, Su (1st only) | |||
|Startup=4 | |||
|Active=2, 5, 4 | |||
|Recovery=10 | |||
|Total=25 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Use this normal in combos. Can be easily cancelled 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=18 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter=12 | |||
|Cancel=Free (Sp only) | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=15 | |||
|Total=24 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Like cl.C, but it's a knee, and cannot be cancelled. | |||
}} | |||
}} | |||
== | ====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=6 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=9 | |||
|Stun=6 | |||
|Meter=6 | |||
|Cancel=Any | |||
|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 against low crouching characters. Can be normal cancelled, and even chained into itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=9 | |||
|Stun=6 | |||
|Meter=6 | |||
|Cancel=Free | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery=7 | |||
|Total=20 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Can be useful as an anti-air, though DP is usually better. Cannot be cancelled. | |||
}} | |||
}} | |||
== | ===== <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 against low crouching characters unlike st.A, and cannot be normal cancelled. | |||
}} | |||
}} | |||
===== <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 against low crouching characters and is also punishable on hit with relatively fast attacks. Can't be normal cancelled. | |||
}} | |||
}} | |||
====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 st.A. Can be normal cancelled, 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=Low | |||
|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 in Light Attack chains, but as a starter. Can be normal cancelled, 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. Can be normal cancelled. You can use this in combos instead of cl.C if necessary. | |||
}} | |||
}} | |||
===== <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=Low | |||
|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, or for the block pressure. Fireball is the safest choice, so default to that. | |||
}} | |||
}} | |||
====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 j.C, 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 | |||
* An air-to-air defensive move. | |||
}} | |||
}} | |||
===== <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 | |||
* Useful as an air-to-air, jump-in, and for crossup combos. Use either this or j.B for crossup combos. | |||
}} | |||
}} | |||
===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=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=21 | |||
|Active=4 | |||
|Recovery=20 | |||
|Total=45 | |||
|Hit Adv=+5 | |||
|Block Adv=+3 | |||
|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=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=19 | |||
|Hit Adv=+5 | |||
|Block Adv=+3 | |||
|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=* | |||
}} | |||
}} | |||
A | ===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 | |||
|version=qcf A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=15 | |||
|Active=~ | |||
|Recovery=41 | |||
|Total=56 | |||
|Hit Adv=-9 | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=15 | |||
|Active=~ | |||
|Recovery=43 | |||
|Total=58 | |||
|Hit Adv=-11 | |||
|Block Adv=-13 | |||
|Invulnerability= | |||
|description=* Ken's regular projectile, but it is purple now(Probably to match with the Psycho Power). No changes between Ken/V.Ken(Meaning that this move is still bad). The button pressed will determine the speed of the projectile. | |||
}} | |||
}} | |||
===== <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=3 | |||
|Active=4, 11 | |||
|Recovery=26 | |||
|Total=44 | |||
|Hit Adv=SKD | |||
|Block Adv=-20 | |||
|Invulnerability=1F~3F (startup) | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv='''3rd= SKD''' | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A regular DP. The C version has purple flames, and more invincibility frames. Use the A version as an anti-air, and the C version on combos, as it can be max canceled into supers, and even into itself(You'll see that later, and the regular Ken can do the same thing, in an easier way). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Rasetsu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* V.Ken's new teleport move, which resembles [[Yang (3S)|Yang's]]. It is a dash teleport, and has some invincibility frames on the startup(Only). You can pass through your opponent while Ken gets invisible, but when he appears again(At the end of the move), the opponent will be pushed instead. There is a Max Mode loop using this move too. | |||
}} | |||
}} | |||
===== <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=* Ken's regular tatsu. The button pressed will determine how many hits it will do. Better when used on the corner(You'll get more hits in there). Can be used as an anti-air as well. | |||
}} | |||
}} | |||
===== <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=* V.Ken's unique horizontal tatsu. The direction the tatsu will go depends of the jump(If you jump backwards, Ken will move backwards. If you jump forward, Ken will move forward. If you neutral jump, Ken will move forward as well). You can't do many things with it(V.Ken can't cancel air normals, and you can't combo after it, unlike the other Tatsus), so use this one as an air-to-air move only, or as an runaway move. | |||
}} | |||
}} | |||
-- | ===== <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" moves. It is cool to use, but Ken has better options. It will whiff on most crouching chars as well. You can max cancel it too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<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=* The best "Geri", in my opinion. It does two hits, where the first will hit any character, and the second will whiff on small hitboxes. | |||
}} | |||
}} | |||
===== <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=* Just a kick, and the worst "Geri" move, in my opinion. You can anti-air with it, but the DP is just better. It will knock the opponent down, so you can't combo after it. (Important note: All of the "Geri" moves can be max canceled, but you can't cancel a "Geri" move into another "Geri" move.) | |||
}} | |||
}} | |||
===== <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 | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version= | |||
|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 Command Move. Dunno if it's useful, because it won't combo after the "Geri" moves. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K, Mash Buttons | |||
|caption= | |||
|name=Shinryuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=30x9~16 | |||
|Counter Dmg=32 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The regular Ken's Exceed, but with less damage, because it is a Super now(But you can mash the kick buttons to get more damage and hits!). It has the same properties(Without assuming the damage nerf), but it is cooler now. You can use this as a damaging anti-air as well. For combos, this move is better when used after the Super below. | |||
}} | |||
}} | |||
---- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Kuzuryuu Reppa | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=30x19 | |||
|Counter Dmg=32 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* V.Ken's Super for combos. It is like a Jinrai-Kyaku + Shoryu-Reppa mix that will leave the opponent on a juggle state. You can follow it up with the Super above(You don't even need to move, just do the super's input), but it will cost you 2 bars; the regular DP(Use the Heavy one, and make sure you get at least 2 hits, because this Super + DP+C is a setup for a Max Mode loop), and even confirm the Exceed(Time well for that). | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|63214}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Shinbu Messatsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x10)+112 | |||
|Counter Dmg=0, 3, 112 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=1+10 | |||
|Active=22 | |||
|Recovery=17 | |||
|Total=50 | |||
|Hit Adv=HKD | |||
|Block Adv=+0 | |||
|Invulnerability=1F-11F (Full body invul during startup), 12F-16F (First 5 frames of active) | |||
|description=* Violent Ken rushes towards the opponent, and after connecting, V. Ken does a quick series of punches and kicks, finishing with a strong uppercut that emanates an energy-infused skull pillar, similar to what shows after Rugal performs a God Press. V. Ken will then land, exhausted. | |||
* If the opponent doesn't front step the super, then V. Ken is safe when using Exceed. Or even if it whiffs, say if he drops it during mid juggle, he is usually safe if the opponent doesn't tech their landing. | |||
* Does a whole health bar's worth of damage to the opponent. | |||
* By itself, it's just a beefed up ranbu super that isn't anything special, beyond having i-frames at the start of it. What makes the Exceed noteworthy is its ease-of-use to add into V. Ken's combos and, more importantly, effectively unlock BnB death combos to his kit or otherwise extremely damaging combos. | |||
* Easiest way for V. Ken to combo it is off of his qcb x2 K super. From here he can combo directly into Exceed, which is a little harder to time but still rewarding or do a couple max mode loops then cancel a DP into Exceed, the latter of which results in death combos off of (basically) every confirm. | |||
* If you can already do V. Ken's highest damage BnBs or juggle loops in general, you can combo into Exceed. Immensely rewarding like Kim's Exceed, drastically helps alleviate V. Ken's reliance on meter at least for one round. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'' | '''''V.Ken's gameplan''''' | ||
'' | |||
''Kuzuryu-Reppa( | Violent Ken is a great "In your face" character, like the regular version. You'll want to do many stylish(And damaging) combos on the opponent, because your character is strong, and cool. But without meter, he can't do many things, sadly, and that's why you'll need to save it for the Max Mode, and/or for a big Kuzuryu-Reppa punish. To anti-air, just use the DP+A, it is one of the safest(And best) things on Ken's arsenal. For the Exceed, no worries, really. You can confirm it easily. That's it, Good Luck with him. | ||
===Advanced Strategy=== | |||
(Important note: Most of the things here are in the regular Ken's section as well, but with some little changes) | |||
'''''Double Shoryuken cancel''''' | |||
This is a tech that you should learn for V.Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in his 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 repepat it many times, but based in your Max Mode gauge. Now, ''"How can I do it?"'' First, V.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(And we don't need the 3rd hit). Now, the tricky part begins. First, try to "cancel" the '''first hit''' of the DP+C into a HCB+PP(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 V.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. V.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 a little easier to perform with the regular Ken.) | |||
====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, cr.A || TBA || TBA || TBA || TBA || Standard light confirm that allows V. Ken to combo into the majority of his BnBs. | |||
|- | |||
|cr.B, cl.B || TBA || TBA || TBA || TBA || Fast light confirm so it's a bit harder to confirm off of as opposed to just cr.B, cr.A. Also requires V. Ken be close enough to land cl.B or he ends up doing st.B instead. Usually not an issue but worth noting. | |||
|- | |||
|cr.B x1-3, db.D || TBA || TBA || TBA || TBA || Reserved mainly for supers, possible to do 4 cr.Bs in the corner and maybe midscreen. 4 cr.Bs requires super strict timing but might also result in the super dropping, regardless. | |||
|- | |||
|cr.B x1-2, cr.A, db.D || TBA || TBA || TBA || TBA || Mainly for supers since the db.D can make V. Ken's specials whiff. | |||
|- | |||
|cr./cl.C, db.D || TBA || TBA || TBA || TBA || Similar to the light starter variant using this command normal, but with a heavy starter instead. Pushback remains an issue so use this for confirming into super mainly. | |||
|- | |||
|db.D, db.D || TBA || TBA || TBA || TBA || 2 frame where V. Ken can link a second db.D off of itself. Needs to be very close to the opponent for it to connect, no real use for it but it's there. | |||
|- | |||
|} | |||
= | ===BnB Combos=== | ||
Note: For any tatsu combo, it's better if you use the B version on midscreen, because it is safer, and the D version in the corner, for more hits. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cr.B, cr.A, dp P || TBA || TBA || TBA || TBA || A simple but effective combo with a low starter. If using a jump-in, unless it crosses up, don't add another Light after the cr.B, since both DPs will whiff if the opponent is pushed too far back. Default to dp A only if you're unsure the combo will connect. | |||
|- | |||
|(j.X cross-up,) cl./cr.C, dp C || TBA || TBA || TBA || TBA || This one is for punishing purposes. | |||
|- | |||
|(j.X,) cl./cr.C, db.D, qcb K || TBA || TBA || TBA || TBA || This is the most damaging thing you can do with the tatsu. Good for punishing too. | |||
|- | |||
|(j.X,) cr.B, db.D, qcb K || TBA || TBA || TBA || TBA || The most effective tatsu combo, which starts with a low-hitting move. In the corner, you add more cr.Bs. | |||
|- | |||
|(j.X,) cl./cr.C, hcf D || TBA || TBA || TBA || TBA || Cool combo, but risky to use on small characters because it can whiff. | |||
|- | |||
|(j.X,) cr.B, hcf D || TBA || TBA || TBA || TBA || Just a combo starting with a low. V.Ken can do better things. | |||
|- | |||
|} | |||
1.- | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cr.B, qcf x2 K || TBA || TBA || TBA || TBA || Just a simple confirm. You can add another cr.B, but this will make part of the super whiff. To get more damage, switch the cr.B with a cl./cr.C. | |||
|- | |||
|(j.X,) cl./cr.C, (db.D,) qcb x2 K, Reset || TBA || TBA || TBA || TBA || A cool combo which does almost 50% in damage. Use this in case you don't have meter to do a Shinryuken after the super. Serves as the basis of his Max Mode loops, also. To time the dp, you'll want the opponent to be pretty close to V.Ken and close to the ground as well, almost as they're about to land. Additionally, while not necessary, you can hold back for a bit after the super, and just after V.Ken microwalks backwards, you can do DP and it will give you the right timing to land DP. Important note: V.Ken side switches when super connects in the corner. | |||
|- | |||
|(j.X,) cl./cr.C, (db.D,) qcb x2 K, (delay) dp C || TBA || TBA || TBA || TBA || V.Ken's way to combo into anything he wants. You can do 2 cr.Bs instead of the cl.C, db.D, if you want a low starter, and those 3 options are the best follow-ups for the Super. You should learn each one, because they are all useful depending on the situation. Use DP+C when you don't have meter, and if you like Max Mode loops, you should learn the timing to get at least the first hit of it. QCF(2x)+K is risky, because you'll lose meter, but you'll make the opponent lose one health bar which also gives them Exceed. The Exceed is mainly for punishing, thanks to the incredible damage. You can confirm it with a Max Mode loop, but in case you don't have Max Mode, you can just use it alone. | |||
|- | |||
|(j.X,) Starter, (db.D,) qcb x2 K, qcf x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) Starter, (db.D,) qcb x2 K, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) cl./cr.C, (db.D,) Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) cr.B, cr.A, (db.D,) Exceed || TBA || TBA || TBA || TBA || This is an easy confirm. If doing a front hitting jump-in, omit db.D as it makes Exceed whiff. db.D will not make Exceed whiff if done after a cross-up. db.D will not cause problems in the corner but test it against other characters first as there could be proximity issues that cause Exceed to whiff after db.D hits. If you're really struggling to do the combo, particularly with db.D, use the button hold trick and/or super motion shortcuts, but if you play KOF regularly, then it shouldn't be much of a problem. | |||
|- | |||
|} | |||
= | ===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,) cl.C/cr.B, cl.B, dp C(2), (double dp cancel,) qcb x2 K, any possible follow-up || TBA || TBA || TBA || TBA || This one is regular Ken's Max Mode BnB, but better, thanks to the juggle after the super. You can get damage easily after the super, with something like: Shinryuken, or even DP+C into Exceed, V. Ken's most damaging option. | |||
|- | |||
|Any combo into qcb x2 K, [dp C(2), (C)dp B,]xN, qcf x2 K || TBA || TBA || TBA || TBA || V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner. | |||
|- | |||
|Any combo into qcb x2 K, [dp C(2), (C)dp B,]xN, Exceed || TBA || TBA || TBA || TBA || V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Violent Ken]] |
Latest revision as of 21:59, 11 August 2024
洗脳されたケン, Brainwashed Ken | |
---|---|
Category | Mid-Boss |
Playstyle | Rushdown shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Much better with it |
Tier Placement | Top Tier (S) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 248 (Player) / 200 (CPU) |
Wall Jump | No |
Introduction
Ken got kidnapped by Shadaloo (aka M. Bison's organization), got brainwashed, and has turned into a killing machine known as Violent Ken. Compared to normal Ken, who gives very little reason to pick him if at all, Violent Ken is one of the strongest shotos in the game with really strong offensive power, including a nifty forward teleporting dash special and even a tatsu that mimics the properties of the SF2: Hyper Fighting/Turbo tatsu that Ryu and Ken had. He sports strong juggles, effective ways to open the opponent up, and overall makes for one of the stronger boss characters as a solid top tier. He's harder than normal Ken for sure, but his unique appeal makes it very easy to have fun playing as him.
How to select Violent Ken (Outside of Super Plus)
- While you're in the character select screen, do those inputs, before the timer reaches 10 seconds:
- (While holding start, press) Up(2x), Down, Left(2x), Right, Left, Up
- Numpad notation: 88244648
- Console Method: Hold R1/RT above Vega
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 8 | 5 | 6 | Any | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 8 | 5 | 6 | Cmd, Sp, Su | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 24 | Mid | 16 | 18 | 12 | Cmd, Sp, Su (1st only) | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 24 | Mid | 16 | 18 | 12 | Free (Sp only) | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 9 | 6 | 6 | Any | 5 | 4 | 4 | 13 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 9 | 6 | 6 | Free | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 21 | 4 | 20 | 45 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 | 4 | 11 | 19 | +5 | +3 | - | |
|
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
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | 15 | ~ | 41 | 56 | -9 | -11 | - |
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | 15 | ~ | 43 | 58 | -11 | -13 | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | 3 | 4, 11 | 26 | 44 | SKD | -20 | 1F~3F (startup) |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | 3rd= SKD | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | 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 | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x9~16 | 32 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x19 | 32 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x10)+112 | 0, 3, 112 | Mid | 0 | 0 | 0 | X | 1+10 | 22 | 17 | 50 | HKD | +0 | 1F-11F (Full body invul during startup), 12F-16F (First 5 frames of active) | |
|
Strategy
Basic Strategy
V.Ken's gameplan
Violent Ken is a great "In your face" character, like the regular version. You'll want to do many stylish(And damaging) combos on the opponent, because your character is strong, and cool. But without meter, he can't do many things, sadly, and that's why you'll need to save it for the Max Mode, and/or for a big Kuzuryu-Reppa punish. To anti-air, just use the DP+A, it is one of the safest(And best) things on Ken's arsenal. For the Exceed, no worries, really. You can confirm it easily. That's it, Good Luck with him.
Advanced Strategy
(Important note: Most of the things here are in the regular Ken's section as well, but with some little changes)
Double Shoryuken cancel
This is a tech that you should learn for V.Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in his 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 repepat it many times, but based in your Max Mode gauge. Now, "How can I do it?" First, V.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(And we don't need the 3rd hit). Now, the tricky part begins. First, try to "cancel" the first hit of the DP+C into a HCB+PP(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 V.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. V.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 a little easier to perform with the regular Ken.)
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, cr.A | TBA | TBA | TBA | TBA | Standard light confirm that allows V. Ken to combo into the majority of his BnBs. |
cr.B, cl.B | TBA | TBA | TBA | TBA | Fast light confirm so it's a bit harder to confirm off of as opposed to just cr.B, cr.A. Also requires V. Ken be close enough to land cl.B or he ends up doing st.B instead. Usually not an issue but worth noting. |
cr.B x1-3, db.D | TBA | TBA | TBA | TBA | Reserved mainly for supers, possible to do 4 cr.Bs in the corner and maybe midscreen. 4 cr.Bs requires super strict timing but might also result in the super dropping, regardless. |
cr.B x1-2, cr.A, db.D | TBA | TBA | TBA | TBA | Mainly for supers since the db.D can make V. Ken's specials whiff. |
cr./cl.C, db.D | TBA | TBA | TBA | TBA | Similar to the light starter variant using this command normal, but with a heavy starter instead. Pushback remains an issue so use this for confirming into super mainly. |
db.D, db.D | TBA | TBA | TBA | TBA | 2 frame where V. Ken can link a second db.D off of itself. Needs to be very close to the opponent for it to connect, no real use for it but it's there. |
BnB Combos
Note: For any tatsu combo, it's better if you use the B version on midscreen, because it is safer, and the D version in the corner, for more hits.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cr.B, cr.A, dp P | TBA | TBA | TBA | TBA | A simple but effective combo with a low starter. If using a jump-in, unless it crosses up, don't add another Light after the cr.B, since both DPs will whiff if the opponent is pushed too far back. Default to dp A only if you're unsure the combo will connect. |
(j.X cross-up,) cl./cr.C, dp C | TBA | TBA | TBA | TBA | This one is for punishing purposes. |
(j.X,) cl./cr.C, db.D, qcb K | TBA | TBA | TBA | TBA | This is the most damaging thing you can do with the tatsu. Good for punishing too. |
(j.X,) cr.B, db.D, qcb K | TBA | TBA | TBA | TBA | The most effective tatsu combo, which starts with a low-hitting move. In the corner, you add more cr.Bs. |
(j.X,) cl./cr.C, hcf D | TBA | TBA | TBA | TBA | Cool combo, but risky to use on small characters because it can whiff. |
(j.X,) cr.B, hcf D | TBA | TBA | TBA | TBA | Just a combo starting with a low. V.Ken can do better things. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cr.B, qcf x2 K | TBA | TBA | TBA | TBA | Just a simple confirm. You can add another cr.B, but this will make part of the super whiff. To get more damage, switch the cr.B with a cl./cr.C. |
(j.X,) cl./cr.C, (db.D,) qcb x2 K, Reset | TBA | TBA | TBA | TBA | A cool combo which does almost 50% in damage. Use this in case you don't have meter to do a Shinryuken after the super. Serves as the basis of his Max Mode loops, also. To time the dp, you'll want the opponent to be pretty close to V.Ken and close to the ground as well, almost as they're about to land. Additionally, while not necessary, you can hold back for a bit after the super, and just after V.Ken microwalks backwards, you can do DP and it will give you the right timing to land DP. Important note: V.Ken side switches when super connects in the corner. |
(j.X,) cl./cr.C, (db.D,) qcb x2 K, (delay) dp C | TBA | TBA | TBA | TBA | V.Ken's way to combo into anything he wants. You can do 2 cr.Bs instead of the cl.C, db.D, if you want a low starter, and those 3 options are the best follow-ups for the Super. You should learn each one, because they are all useful depending on the situation. Use DP+C when you don't have meter, and if you like Max Mode loops, you should learn the timing to get at least the first hit of it. QCF(2x)+K is risky, because you'll lose meter, but you'll make the opponent lose one health bar which also gives them Exceed. The Exceed is mainly for punishing, thanks to the incredible damage. You can confirm it with a Max Mode loop, but in case you don't have Max Mode, you can just use it alone. |
(j.X,) Starter, (db.D,) qcb x2 K, qcf x2 K | TBA | TBA | TBA | TBA | |
(j.X,) Starter, (db.D,) qcb x2 K, Exceed | TBA | TBA | TBA | TBA | |
(j.X,) cl./cr.C, (db.D,) Exceed | TBA | TBA | TBA | TBA | |
(j.X,) cr.B, cr.A, (db.D,) Exceed | TBA | TBA | TBA | TBA | This is an easy confirm. If doing a front hitting jump-in, omit db.D as it makes Exceed whiff. db.D will not make Exceed whiff if done after a cross-up. db.D will not cause problems in the corner but test it against other characters first as there could be proximity issues that cause Exceed to whiff after db.D hits. If you're really struggling to do the combo, particularly with db.D, use the button hold trick and/or super motion shortcuts, but if you play KOF regularly, then it shouldn't be much of a problem. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) cl.C/cr.B, cl.B, dp C(2), (double dp cancel,) qcb x2 K, any possible follow-up | TBA | TBA | TBA | TBA | This one is regular Ken's Max Mode BnB, but better, thanks to the juggle after the super. You can get damage easily after the super, with something like: Shinryuken, or even DP+C into Exceed, V. Ken's most damaging option. |
Any combo into qcb x2 K, [dp C(2), (C)dp B,]xN, qcf x2 K | TBA | TBA | TBA | TBA | V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner. |
Any combo into qcb x2 K, [dp C(2), (C)dp B,]xN, Exceed | TBA | TBA | TBA | TBA | V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner. |