(→Special Moves: Made V.Ken's Special Moves section.) |
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* QCB(2x)+K - | * QCB(2x)+K - | ||
==Exceed | ===Exceed=== | ||
'''''Shinbu Messatsu''''' | '''''Shinbu Messatsu''''' | ||
* QCF, HCB+PP - | * QCF, HCB+PP - |
Revision as of 10:44, 11 December 2016
Introduction
We need this guy on a Street Fighter game... Ken was kidnapped by Shadaloo(The Dictador's organization), got brainwashed, and now he's a killing machine called Violent Ken, which is Ken's coolest(And probably strongest) version(He can be stronger now, but he still got some nerfs if you compare him to the regular Ken). Now for his pros and cons.
Violent Ken's Good and Bad things:
Good things:
- Not that hard to play;
- He got a teleport dash(It helps on MAXIMUM Mode loops as well);
- Got a unique air Tatsu;
- His strong DP has more invincibility frames;
- The Shinryuken is now a Super(Meaning that you can use it anytime, assuming you have meter for that);
- His (kind of) Jinrai-Kyaku+Shoryu-Reppa Super(Called "Kuzuryu-Reppa") will put the opponent on a juggle state(He has loops using it);
- Can connect multiple DPs, like the regular Ken(But it's harder with him);
- His Exceed is cooler(And easier to confirm if you compare it with the regular Ken's).
Bad things:
- Has lower stamina than his regular counterpart;
- His walking speed is slower than the regular Ken's;
- Can't combo after the air tatsu;
- His jump arc got nerfed(It's a little harder to crossup with him now);
- Depends of the MAXIMUM Mode to do damage;
- The Shinruyken is now a Super(I know it is on the "Good things", but if it is a Super now, that means it got a damage nerf, right?);
- His projectile is still bad.
How to select V.Ken:
Wanna play him, but can't see him? No worries. While you're in the character select screen, do those inputs:
(While holding start, press) Up(2x), Down, Left(2x), Right, Left, Up.
If you want to use him online(Against your friends/foes), you can download Fightcade, and the SvC Chaos Plus ROM.
Moves List
Normal Moves
Most of V.Ken's moves are the same as the regular Ken's(Not only the normals), so I will just copy and paste everything.
s.LP - (Far) Good poking move. It's a incredible one just because it doesn't whiff on low crouching chars(It looked like, really). Can be normal canceled, and even chained into itself(The timing is tricky). (Close) Not that good for Light Attack chains, because it will whiff on some characters, but he can cancel it anyway.
s.LK - (Far) Can be useful as an anti-air, but he can just do a DP instead. Cannot be canceled. (Close) Good for Light Attack chains, but as a ender(You can't chain this move into itself, or other Light Attacks).
s.HP - (Far) Fast, but not that useful. Will whiff on low crouching chars(That's why f.LP is better), and cannot be normal canceled. (Close) Use this normal on combos. Can be easily canceled(And comboed) into almost all of Ken's Special/Super Moves.
s.HK - (Far) Ken's poke with the best reach. Won't whiff on low crouching chars, and it has a decent recovery too, which makes it good to use. Can't be normal canceled. (Close) Like the cl.HP, but it's a knee, and cannot be canceled(Just use the cl.HP).
j.LP - (Diagonal) Can be used as a jump-in attack, but Ken has better options for that. (Neutral) Can be used as a neutral jump-in attack for combos. Only that.
j.LK - (Diagonal) 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. (Neutral) Kick aiming up. Good to use if your opponent has a high jump.
j.HP - (Diagonal) Punch for jump-in attacks. Good damage on this one. (Neutral) Almost the same as the above, but aiming a little for the ground.
j.HK - (Diagonal) Ken's move in the air! Useful as an air-to-air, air to ground, and for crossup(and damaging) combos! Learn this move(Or the diagonal j.LK) for crossup combos, you'll need it in your game(Remember: Ken is an "In your face" char, so if you have an opportunity, do stylish combos on your opponent). (Neutral) Just an air-to-air defensive move. You can use this, but you'll need to know what to do after it.
cr.LP - Just a little punch that is useful as a poke(Has a little more reach than the f.LP). Can be normal canceled, chains into itself, and even other Light Attacks.
cr.LK - A kick that hits low. Good to use on Light Attack chains, but as a starter. Can be normal canceled, and chained into itself.
cr.HP - Another anti-air. Just do a DP instead. Can be normal canceled too(You can use this on combos instead of the cl.HP, but that's optional).
cr.HK - 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.
Command Moves
Inazuma Kakato Wari
- f+LK - Ken's overhead kick. It's a little fast, but you cannot cancel it(Outside of MAXIMUM Mode). Do it mostly on the opponent's wakeup. You can MAX cancel his normals into this move, but you can't connect them.
Kurubushi Kick (aka cr.MK)
- db+HK - 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.
Special Moves
Hadou Ken
- QCF+P - 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.
Shouryuu Ken
- DP+P - A regular DP. The HP version has purple flames, and more invincibility frames. Use the LP version as an anti-air, and the HP version on combos(As it can be MAX canceled).
Rasetsu Kyaku
- DP+K - V.Ken's new move. It is a dash teleport, and leaves him with some invincibility frames when he vanishes. There is a MAXIMUM Mode loop using this move.
Tatsumaki Senpuu Kyaku
- QCB+K - 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.
Kuuchuu Tatsumaki Senpuu Kyaku
- QCB+K(In the air) - V.Ken's unique horizontal tatsu. You can't do many things with it(V.Ken can't cancel air normals), so use this one as an air-to-air move.
Kama Barai Geri
- HCF+LK - 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.
Nata Otoshi Geri
- HCF+HK - 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(Those two can be MAX canceled, and there are some loops with it).
Oosoto Mawashi Geri
- HCF+KK - 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.
Inazuma Kakato Wari
- Hold K(After any "Geri" move) - Ken will do his f+LK Command Move. Dunno if it's useful, because it won't combo after the "Geri" moves.
Super Moves
Shinryuu Ken
- QCF(2x)+K -
Kuzuryuu Reppa
- QCB(2x)+K -
Exceed
Shinbu Messatsu
- QCF, HCB+PP -
The Basics
Some combos (Without MAXIMUM Mode)
1-[Jumping Attack],cl/cr.B,DP+P or any Super or Exceed
2-[Jumping Attack],cr.B x2 , qcb,qcb+K,qcf,qcf+K
3-cl.C,db+D, any Super
Advanced Strategy
MAXIMUM COMBOS
1.-[Jumping Attack],cl.C,(Maximum Begins),qcf,qcf+K,[dp+C(1),cross up dp+B] when MAXIMUM Ends, EXCEED or dp+C