Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
No edit summary |
||
(7 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name=Ken | ||
|image= | |image= | ||
|health= | |health=1000 | ||
|chains= | |chains=LP>MP>HP</br>LK>MK | ||
|forwarddash= | |walkspeed= 1.6 (Average) | ||
|backdash= | |forwarddash= 16 | ||
|movement= | |dashdistance= 1.1 (Shortest) | ||
|backdash= 25 | |||
|backdashinvuln= 9 | |||
|movement=None | |||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''He's rich as fuck and felt like being a charge character. He is also a ghostfucker. This means he fucks ghosts.'' | ||
----- | ----- | ||
Ahhh, Ken Masters. The classic rushdown take on the traditional charge charac... wait, what? | |||
'''Ken''' is Remix's dedicated charge character. He is an offensive powerhouse of a character who trades in having to charge his special moves for some incredibly powerful tools. | |||
To start, Ken's classic '''Hadoken''' has gotten a major rework. Upon being thrown, it will now hover in place for a second before shooting forward. This allows it to control space even more effectively then a normal fireball, and can make circumventing his fireball game tricky. | |||
'''EX Hadouken''' will instead fire 2 4 hit fireballs, one that fires off immediately and the 2nd after a delay. This, combined with it's fast startup and short charge time, cause it to give Ken obscene frame advantage on both hit and block, making it an absolute staple of his combo and pressure game. | |||
To help complement his new fireball game, Ken's '''Shoryuken''' has also gotten a major rework. Now done with a down up input, Shoryuken serves as both a combo tool, and a very powerful anti air. It's high launch allows for juggles with normals afterwards, and it's invuln and input make it much easier to use as a reaction anti air. | |||
Ken's other special moves are more niche, but they still have their uses. '''Tatsumaki Senpukyaku''' sees use mainly in juggle routing for corner carry, while his unique '''Ghost Jump''' allows for tricky resets and pressure when used sparingly. | |||
Aside from his reworked specials, Ken also has some other useful tools. His 4MK '''Step Kick''' and full chains give him great footsies and confirm potential, while his 4HK overhead is a great mixup tool that can be fainted, and it complements his pressure very well. | |||
Overall, Ken is a powerhouse of a character who can steamroll unprepared opponents with unrelenting frame advantage and pressure with a simple and easy game plan. If you like straightforward, powerful characters with a few absurd tools, then Ken may be the character for you. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* '''Pro 1:''' | * '''Pro 1:''' EX Hadoken | ||
* '''Pro 2:''' | * '''Pro 2:''' EX Hadouken | ||
* '''Pro 3:''' | * '''Pro 3:''' EX Hadouken | ||
* seriously, this move is fucking absurd | |||
| cons = | | cons = | ||
* '''Con 1:''' | * '''Con 1:''' Meter Reliance | ||
* | |||
* '''Con 2:''' | * '''Con 2:''' | ||
* '''Con 3:''' | * '''Con 3:''' |
Latest revision as of 14:56, 17 July 2024
Introduction
He's rich as fuck and felt like being a charge character. He is also a ghostfucker. This means he fucks ghosts.
Ahhh, Ken Masters. The classic rushdown take on the traditional charge charac... wait, what?
Ken is Remix's dedicated charge character. He is an offensive powerhouse of a character who trades in having to charge his special moves for some incredibly powerful tools.
To start, Ken's classic Hadoken has gotten a major rework. Upon being thrown, it will now hover in place for a second before shooting forward. This allows it to control space even more effectively then a normal fireball, and can make circumventing his fireball game tricky. EX Hadouken will instead fire 2 4 hit fireballs, one that fires off immediately and the 2nd after a delay. This, combined with it's fast startup and short charge time, cause it to give Ken obscene frame advantage on both hit and block, making it an absolute staple of his combo and pressure game.
To help complement his new fireball game, Ken's Shoryuken has also gotten a major rework. Now done with a down up input, Shoryuken serves as both a combo tool, and a very powerful anti air. It's high launch allows for juggles with normals afterwards, and it's invuln and input make it much easier to use as a reaction anti air.
Ken's other special moves are more niche, but they still have their uses. Tatsumaki Senpukyaku sees use mainly in juggle routing for corner carry, while his unique Ghost Jump allows for tricky resets and pressure when used sparingly.
Aside from his reworked specials, Ken also has some other useful tools. His 4MK Step Kick and full chains give him great footsies and confirm potential, while his 4HK overhead is a great mixup tool that can be fainted, and it complements his pressure very well.
Overall, Ken is a powerhouse of a character who can steamroll unprepared opponents with unrelenting frame advantage and pressure with a simple and easy game plan. If you like straightforward, powerful characters with a few absurd tools, then Ken may be the character for you.
Strengths | Weaknesses |
---|---|
|
|
Ken | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | LP>MP>HP LK>MK |
Walkspeed | 1.6 (Average) |
Forward Dash Duration | 16 frames |
Forward Dash Distance | 1.1 (Shortest) |
Backdash Duration | 25 frames |
Backdash Invuln | 9 frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Ken Masters is a video game character and deuteragonist of the Street Fighter series, first appearing in the original Street Fighter. Similar to his longtime best friend and rival Ryu, Ken's goal is to test his power against many different fighters and strives to become stronger, but holds more restraint due to not wanting to jeopardize his family life.