Marvel vs Capcom 2/Ken: Difference between revisions

From SuperCombo Wiki
 
(20 intermediate revisions by 11 users not shown)
Line 1: Line 1:
= Introduction =
{{MVC2 Character Intro|char= ken|full=Ken|short=KEN|content=
----
== Introduction ==
= Colors =


'''LP'''  http://i11.photobucket.com/albums/a154/magnetro/LP-15.jpg '''HP''' http://i11.photobucket.com/albums/a154/magnetro/HP-15.jpg '''A1''' http://i11.photobucket.com/albums/a154/magnetro/A1-16.jpg
Ken Masters is the blonde shoto.


'''LK''' http://i11.photobucket.com/albums/a154/magnetro/LK-15.jpg '''HK''' http://i11.photobucket.com/albums/a154/magnetro/HK-16.jpg '''A2''' http://i11.photobucket.com/albums/a154/magnetro/A2-16.jpg
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Ken''' is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.
{{ProConTable
|pros=
* '''Strong Assists:''' Fully invincible anti-air that comes out fast and stays invincible all the way up as Ken does his shoryuken and a combo friendly tatsu assist give Ken options as a teammate.
* '''Hurricane Kick Damage:''' Ken's air tatsu is capable of doing a ton of damage, more than his supers can do!
* '''The Kenfinite:''' Access to practical infinites on most characters.
* '''Invinciblity Options:''' Both shoryukens have invincibility to go through most attacks but also Shoryureppa super travels far and get through attacks with invincibility.
* '''Magic Series:''' Ken gets full chains in any state, giving him a lot of flexibility.
|cons=
* '''Lower health:''' Takes 106% damage, slightly more than normal.
* '''Limited mobility:''' He has his roll and air tatsu but lack of options leaves him vulnerable.
* '''Short Launcher:''' Despite having decent chains, Ken can't easily confirm into launcher due to it whiffing if adding a medium attack.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>mwtTaJI8PD0</youtube></center>
}}
}}
}}


= Moves List =
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Fireball
*{{qcf}}+{{p}} {{airok}}
;Dragon Punch
*{{dp}}+{{p}} {{airok}}
;Hurricane Kick
*{{qcb}}+{{k}} {{airok}}
;Command Roll
*{{qcb}}+{{p}}
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Shoryureppa
*{{qcf}}+{{lp}}{{hp}}
;Shinryuken
*{{qcf}}+{{lk}}{{hk}}
;Shippu Jinrai Kyaku
*{{qcb}}+{{lk}}{{hk}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Anti-Air Type
*Assist: {{hp}} Dragon Punch
*Counter: {{hp}} Dragon Punch
*Combination: Shinryuken
;Type β - Projectile Type
*Assist: {{hp}} Fireball
*Counter: {{hp}} Fireball
*Combination: Shoryureppa
;Type γ - Expansion Type
*Assist: {{hk}} Hurricane Kick
*Counter: {{hk}} Hurricane Kick
*Combination: Shoryureppa
}}
}}


== Normal Moves ==
== Moves List ==


== Special Moves ==
=== Assists ===
{{MoveData
|image=
|caption={{hp}} Shoryuken
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Shoryuken
|TeamHyperCombo=Shinryuken
|description= Fully invincible on the way up. Very effective at interrupting opponents offense. Strong counter call and because opponents have to wait until his attack is over, it is difficult to counter call an assist back.
}}
}}<br>


  Hadoken = (also in air) qcf + p
{{MoveData
  Dodge Roll = qcb + p
|image=
  Shoryuken = (also in air) f,d,df + p
|caption={{hp}} Fireball
  Tatsumaki Senpu Kyaku = (also in air) qcb + k
|name=Projectile
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
  {{AssistData-MVSC2
|Damage=
|Startup=
  |Active=
  |Recovery=
  |AlphaCounter={{hp}} Fireball
|TeamHyperCombo=Shoryureppa
|description= Basic fireball assist.
}}
}}<br>


== Super Moves ==
{{MoveData
|image=
|caption={{hk}} Hurricane Kick
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hk}} Hurricane Kick
|TeamHyperCombo=Shoryureppa
|description= Easy hit confirms, great to combo off of, but requires a little timing. The large amount of hits and time the assist takes make it very useful for setting up more elaborate combos.
}}
}}<br>


Shoryu Reppa = qcf + pp
=== Normal Moves ===
Shinryuken = qcf + kk
-When grounded, Ken has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
Shippu Jinrai Kyaku = qcb + kk


== Assist Moves ==
==== Ground Normals ====


= The Basics =
{{MoveData
|image=  
|caption=  
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Decent Priority most likely, only real use is to prevent starter from jumping away which will most likely only help against cable, beware timing should be stricter than mags since he is shorter and it comes out one from later than his.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Combo filler, can be used if the opponent is off the ground.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Makes a shoryureppa combo more damaging but you will have to use d. lk, standing hp on a crouching opponent since adding a mk will cause S. HP to whiff.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= His fastest far reaching normal, barring priority again I would have to say this is one of his better normals the ability to hit any crouching opponent and it’s good range make it very abuseable especially since it should combo into down + MK at a little less than max range.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hits twice , easy to combo off of hits so high you would’ve liked that you could use it instead of s. lp against starting match jumpers.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= His farthest reaching normal outside of foward + HK think of it as Psylocke’s standing HP except much slower but will hit crouching opponents. Overall i never use this move , ever.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A all purpose rush in attack when your goal is not to apply pressure to a blocking opponent but instead trying to beat out their light attacks (which isn’t a good idea against most rush in top tiers, personally i have not experimented with this move).
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Nice range easy to combo into but does not hit low, which makes it second to d+MK.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= His main launcher , below average horizontal range nice vertical range and priority but slow to come out, always use df+HP version if you feel suicidal and want to beat out a jump in.
}}
}}<br>
   
   
  The "Dodge Roll" can prove quite useful.
{{MoveData
  This move can be used to roll behind your opponent and launch a surprise
|image=
  attack.
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= His fastest low hitting move and important tool in his pressure, you never know when you may hit a opponent low.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The far reaching shoto d+MK this move is vital to ken’s mixups , has nice reach and will usually combo into hadoken xxx shoryureppa (more on this later since the shoryureppa doesn’t do enough on it’s own) and ALWAYS combo into shoryureppa.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
  |Adv. Pushblock= 
|description= The “Shoto Sweep”
 
and the worst version too, coming out the slowest of all the shotos (losing to ryu’s by 1 frame) but still useful if you can make juggle off of it, namely off of psylocke sweep xxx snapout can be useful.
}}
}}<br>
 
==== Air Normals ====
-When in the Normal Jump state, Ken has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
 
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Bad range, doesn’t compare to J. LK at all.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Rivals j. lk as one of the better air normals despite being a “Middle” move. You can wait the longest time to cancel your last attack into this, this move is the reason why you can do his jumping infinite nice damage and range too i suppose but really it’s the long long window to combo into it that makes it useful especially in infinites.
  }}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Used in the air as pressure and a way to get around by cancelling into a hurricane kick this move has it’s uses. 2nd most hit stun of his air fierces.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The greatest j. normal he has. it hits behind him, comboes into j. mk which also hits behind him nice range stays out there for ever and because of how the hit box is so low you can use the instant over head method with this move (more on that later).
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Has cross up capabilities like j. lk, hard to land it as a cross up though but don’t count it out it’s still very good.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Fastest air fierce he has also has the least stun. But it also pushes the enemy the least back which makes it the best choice to use in sentinal standing infinites (even though the timing is stricter you get more hits and more hits means a better chance to get them to the corner and finish the infinite)
}}
}}<br>
 
 
 
==== Command Normals ====
 
{{MoveData
|image=
|caption=
|name= Mae Geri
|linkname=
|input= j.{{u}}+{{mk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=Only available during magic series chains. This move is only used for the infinite, strict window to cancel it off of anything so use with discretion.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Senpuu Kyaku
|linkname=
|input= j.{{u}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The slowest of his air fierces but with the most stun, you should definitely consider ending a corner infinite on sentinel with this so you can land and combo into shoryu reppa xx hail. it has nice horizontal range so it may be a good candidate to use against sentinel but then again so may j. HK.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Inazuma Kakto Wari
|linkname=
|input= {{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2 hit overhead kick.
 
His farthest reaching normal, the down side to that is that if you do it at max range you get only 1 hit instead of two leaving you with only 5 damage. All in all it’s a overhead and that in itself is useful enough.
}}
}}<br>
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= It’s the same as D+HP except 1 frame is shaved off.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Ken rolls and tosses his opponent, carrying them to the other end of the screen.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Knee Bash throw. Mashable.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The roll throws the opponent down when done in the air.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Ken's HK.
}}
}}
 
 
=== Special Moves ===
 
{{MoveData
|image=
|caption=
|name= Hadouken
|linkname= Hadouken
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|version=Ground
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Ken fires a slow fireball. Useable in a grounded combo only from up close, otherwise will uncombo.
}}
{{AttackData-MVSC2
|version=Air
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Ken fires a slow fireball in the air. Causes flying screen. Slows air momentum, allowing stalling in the air.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Shoryuken
|linkname= Shoryuken
|input= {{dp}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Fully invincible uppercut on the way up. HP version can be cancelled into super if you input the super before he leaves the ground.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Tatsumaki Senpuu Kyaku
|linkname= Tatsumaki Senpuu Kyaku
|input= {{qcb}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|version=Ground
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Ken does 5 hits of his spinning kick. {{lk}} is just off the ground, {{hk}} goes at a 45 degree angle.
}}
{{AttackData-MVSC2
|version=Air
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Ken does his spinning kicks in the air. {{hk}} does more hits; follows your jump trajectory.
 
Doing j{{lk}} xx tatsu makes for a difficult to contest air string, especially for big characters. When done in an air combo, it will do huge damage on each hit. Also an integral part of his infinite.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Command Roll
|linkname= Command Roll
|input= {{qcb}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Ken rolls forward, he can cross up opponents this way. Combined with his dash he can mix up opponents, especially when used in conjunction with an assist.
}}
}}<br>
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name= Shoryureppa
|linkname= Shoryureppa
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Instant start up, invincible for the first uppercut was made to be really easy to combo into, you can dhc AFTER the last hit.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Shinryuken
|linkname= Shinryuken
|input= {{qcf}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Instant start up, invincible all the way up, can avoid a whole hail storm, great reversal if you miss dhc you’ll have alot of time to while your opponent can’t really do anything. Mashable with attack buttons.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Shippu Jinrai Kyaku
|linkname= Shippu Jinrai Kyaku
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=  Invincible on start invincible and early in the super (the first kick maybe second kick) it’s very good and doesn’t leave you as open as shoryu reppa/shinryuken.
 
Mashable with kick buttons.
}}
  }}<br>
 
=== Taunt ===
=== Colors ===
First row: {{lp}}, {{hp}}, {{a1}}. Second row: {{lk}}, {{hk}}, {{a2}}.


= Advanced Strategy =
[[Image:Mvc2-ken.png]]




[[Category:Marvel Vs. Capcom 2]]
{{Navbox-MVC2}}
[[Category:Ken]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 14:45, 15 August 2024

Introduction

Ken Masters is the blonde shoto.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Ken is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.

Strengths Weaknesses
  • Strong Assists: Fully invincible anti-air that comes out fast and stays invincible all the way up as Ken does his shoryuken and a combo friendly tatsu assist give Ken options as a teammate.
  • Hurricane Kick Damage: Ken's air tatsu is capable of doing a ton of damage, more than his supers can do!
  • The Kenfinite: Access to practical infinites on most characters.
  • Invinciblity Options: Both shoryukens have invincibility to go through most attacks but also Shoryureppa super travels far and get through attacks with invincibility.
  • Magic Series: Ken gets full chains in any state, giving him a lot of flexibility.
  • Lower health: Takes 106% damage, slightly more than normal.
  • Limited mobility: He has his roll and air tatsu but lack of options leaves him vulnerable.
  • Short Launcher: Despite having decent chains, Ken can't easily confirm into launcher due to it whiffing if adding a medium attack.
MVC2 ken art.png

Character Summary

Special Moves

Fireball
  • Qcf.png+P.png Airok.png
Dragon Punch
  • Dp.png+P.png Airok.png
Hurricane Kick
  • Qcb.png+K.png Airok.png
Command Roll
  • Qcb.png+P.png
Hyper Combos

Shoryureppa
  • Qcf.png+Lp.pngHp.png
Shinryuken
  • Qcf.png+Lk.pngHk.png
Shippu Jinrai Kyaku
  • Qcb.png+Lk.pngHk.png
Assist Types

Type α - Anti-Air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Shinryuken
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Hp.png Fireball
  • Combination: Shoryureppa
Type γ - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Hk.png Hurricane Kick
  • Combination: Shoryureppa

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Shoryuken Shinryuken

Fully invincible on the way up. Very effective at interrupting opponents offense. Strong counter call and because opponents have to wait until his attack is over, it is difficult to counter call an assist back.


Projectile
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Fireball Shoryureppa

Basic fireball assist.


Expansion
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Hurricane Kick Shoryureppa

Easy hit confirms, great to combo off of, but requires a little timing. The large amount of hits and time the assist takes make it very useful for setting up more elaborate combos.


Normal Moves

-When grounded, Ken has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Decent Priority most likely, only real use is to prevent starter from jumping away which will most likely only help against cable, beware timing should be stricter than mags since he is shorter and it comes out one from later than his.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Combo filler, can be used if the opponent is off the ground.


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Makes a shoryureppa combo more damaging but you will have to use d. lk, standing hp on a crouching opponent since adding a mk will cause S. HP to whiff.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His fastest far reaching normal, barring priority again I would have to say this is one of his better normals the ability to hit any crouching opponent and it’s good range make it very abuseable especially since it should combo into down + MK at a little less than max range.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hits twice , easy to combo off of hits so high you would’ve liked that you could use it instead of s. lp against starting match jumpers.


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His farthest reaching normal outside of foward + HK think of it as Psylocke’s standing HP except much slower but will hit crouching opponents. Overall i never use this move , ever.


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A all purpose rush in attack when your goal is not to apply pressure to a blocking opponent but instead trying to beat out their light attacks (which isn’t a good idea against most rush in top tiers, personally i have not experimented with this move).


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Nice range easy to combo into but does not hit low, which makes it second to d+MK.


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His main launcher , below average horizontal range nice vertical range and priority but slow to come out, always use df+HP version if you feel suicidal and want to beat out a jump in.


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His fastest low hitting move and important tool in his pressure, you never know when you may hit a opponent low.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The far reaching shoto d+MK this move is vital to ken’s mixups , has nice reach and will usually combo into hadoken xxx shoryureppa (more on this later since the shoryureppa doesn’t do enough on it’s own) and ALWAYS combo into shoryureppa.


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The “Shoto Sweep”

and the worst version too, coming out the slowest of all the shotos (losing to ryu’s by 1 frame) but still useful if you can make juggle off of it, namely off of psylocke sweep xxx snapout can be useful.


Air Normals

-When in the Normal Jump state, Ken has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Bad range, doesn’t compare to J. LK at all.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Rivals j. lk as one of the better air normals despite being a “Middle” move. You can wait the longest time to cancel your last attack into this, this move is the reason why you can do his jumping infinite nice damage and range too i suppose but really it’s the long long window to combo into it that makes it useful especially in infinites.


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Used in the air as pressure and a way to get around by cancelling into a hurricane kick this move has it’s uses. 2nd most hit stun of his air fierces.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The greatest j. normal he has. it hits behind him, comboes into j. mk which also hits behind him nice range stays out there for ever and because of how the hit box is so low you can use the instant over head method with this move (more on that later).


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Has cross up capabilities like j. lk, hard to land it as a cross up though but don’t count it out it’s still very good.


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Fastest air fierce he has also has the least stun. But it also pushes the enemy the least back which makes it the best choice to use in sentinal standing infinites (even though the timing is stricter you get more hits and more hits means a better chance to get them to the corner and finish the infinite)



Command Normals

Mae Geri
j.U.png+Mk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Only available during magic series chains. This move is only used for the infinite, strict window to cancel it off of anything so use with discretion.


Senpuu Kyaku
j.U.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

The slowest of his air fierces but with the most stun, you should definitely consider ending a corner infinite on sentinel with this so you can land and combo into shoryu reppa xx hail. it has nice horizontal range so it may be a good candidate to use against sentinel but then again so may j. HK.


Inazuma Kakto Wari
F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

2 hit overhead kick.

His farthest reaching normal, the down side to that is that if you do it at max range you get only 1 hit instead of two leaving you with only 5 damage. All in all it’s a overhead and that in itself is useful enough.


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

It’s the same as D+HP except 1 frame is shaved off.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken rolls and tosses his opponent, carrying them to the other end of the screen.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Knee Bash throw. Mashable.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The roll throws the opponent down when done in the air.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken's HK.


Special Moves

Hadouken
Qcf.png+P.png Airok.png
Ground Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken fires a slow fireball. Useable in a grounded combo only from up close, otherwise will uncombo.

Air Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken fires a slow fireball in the air. Causes flying screen. Slows air momentum, allowing stalling in the air.


Shoryuken
Dp.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Fully invincible uppercut on the way up. HP version can be cancelled into super if you input the super before he leaves the ground.


Tatsumaki Senpuu Kyaku
Qcb.png+K.png Airok.png
Ground Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken does 5 hits of his spinning kick. Lk.png is just off the ground, Hk.png goes at a 45 degree angle.

Air Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken does his spinning kicks in the air. Hk.png does more hits; follows your jump trajectory.

Doing jLk.png xx tatsu makes for a difficult to contest air string, especially for big characters. When done in an air combo, it will do huge damage on each hit. Also an integral part of his infinite.


Command Roll
Qcb.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken rolls forward, he can cross up opponents this way. Combined with his dash he can mix up opponents, especially when used in conjunction with an assist.


Hyper Combos

Shoryureppa
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Instant start up, invincible for the first uppercut was made to be really easy to combo into, you can dhc AFTER the last hit.


Shinryuken
Qcf.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Instant start up, invincible all the way up, can avoid a whole hail storm, great reversal if you miss dhc you’ll have alot of time to while your opponent can’t really do anything. Mashable with attack buttons.


Shippu Jinrai Kyaku
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Invincible on start invincible and early in the super (the first kick maybe second kick) it’s very good and doesn’t leave you as open as shoryu reppa/shinryuken.

Mashable with kick buttons.


Taunt

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-ken.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief