Capcom vs SNK 2/Ken: Difference between revisions

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[[File:Ken-cvs-stance.gif|right]]
= Introduction =
= Introduction =
[[File:Ken_CvS2_colors.png]]
[[File:Ken_CvS2_colors.png]]

Revision as of 22:03, 8 August 2020

Ken-cvs-stance.gif

Introduction

Ken CvS2 colors.png

Frame Data

Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 400 4 ch/sp/su 3 4 6 +7 +7 -
Close Strong.gif HL 700 8 sp/su 4 3 20 -3 -3 -
Close Fierce.gif HL 1100[900] 11[9] sp/su[su] 4 8 24 -8 -8 [] Refers to later active frames
Close Short.gif HL 500 5 sp/su 5 8 7 +2 +2 -
Close Forward.gif HL 900 9 sp/su 4 8 11 +3 +3 -
Close Roundhouse.gif HL 1400 14 sp/su 5 9 13 +4 +4 -
Far Jab.gif HL 300 3 ch/sp/su 3 4 6 +7 +7 -
Far Strong.gif HL 900 9 su 6 6 17 -1 -1 -
Far Fierce.gif HL 1300 13 su 6 4 26 -4 -4 -
Far Short.gif HL 500 5 sp/su 5 8 7 +2 +2 -
Far Forward.gif HL 100 10 - 8 8 12 +2 +2 -
Far Roundhouse.gif HL 1300 13 - 10 5 30 -11 -11 -
crouch Jab.gif HL 200 2 ch/sp/su 4 4 6 +7 +7 -
crouch Strong.gif HL 800 8 sp/su 5 7 1 +4 +4 -
crouch Fierce.gif HL 1100[700] 11[7] sp/su[su] 4 11 26 -13 -13 [] Refers to later active frames
crouch Short.gif L 300 3 ch/sp/su 4 4 8 +5 +5 -
crouch Forward.gif L 900 9 sp/su 5 6 17 -1 -1 -
crouch Roundhouse.gif L 1300 13 sp/su 7 6 35 -15 -15 Knockdown
Jump up Jab.gif H 500 5 sp 4 22 - - - -
Jump up Strong.gif H 900 9 sp 5 10 - - - -
Jump up Fierce.gif H 1300 13 - 6 8 - - - -
Jump up Short.gif H 600 6 sp 5 22 - - - -
Jump up Forward.gif H 1000 10 - 6 10 - - - -
Jump up Roundhouse.gif H 1400[1300] 14[13] sp[-] 4 8 - - - [] Refers to later active frames
Jump forward Jab.gif H 500 5 sp 4 22 - - - -
Jump forward Strong.gif H 800 80 sp 5 10 - - - -
Jump forward Fierce.gif H 1200 12 - 6 8 - - - -
Jump forward Short.gif H 600 6 sp 4 22 - - - -
Jump forward Forward.gif H 900 9 - 7 7 - - - -
Jump forward Roundhouse.gif H 1300 13 - 7 7 - - - -
Right.gif + Forward.gif H 1000 10 - 29 5 20 -5 -5 -
Right.gif + Roundhouse.gif HL 1200 12 - 13 7 22 -3 -3 -
Throw Right.gif or Left.gif + Fierce.gif 52px 1700 - - 4 1 13 - - -
Throw Right.gif or Left.gif + Roundhouse.gif 52px 2200 - - 6 1 13 - - -
Air Throw Any direction but U.png+Roundhouse.gif 24px 2000 - - 1 1 0 - - Vertical Low Requirement: 54px, Vertical High Requirement: 64px
Hadoken Jab.gif HL 700 7 - 15 - 43 (Total 57) -10 -10 Knockdown on air hit, Forces Stand
Hadoken Strong.gif HL 800 8 - 15 - 44 (Total 58) -11 -11 Knockdown on air hit, Forces Stand
Hadoken Fierce.gif HL 1000 10 - 15 - 45 (Total 59) -12 -12 Knockdown on air hit, Forces Stand
Shoryuken Jab.gif HL 1600[800] 16[8] - 3 18 15+After Landing 9F -18 - [] Refers to later active frames, Invincible 1-2F, 3-20F (Translation needed), Airborne 7-35F
Shoryuken Strong.gif HL 1000*800[800] 10*8[8] - 3 16 23+After Landing 9F -32 - [] Refers to later active frames, Invincible 1-2F, 3-24F (Translation needed), Airborne 7-49F
Shoryuken Fierce.gif HL 1900[800] 19[8] - 3 2*2*28 37+After Landing 10F -41 - [] Refers to later active frames, Invincible 1-8F, 9-22F (Translation needed), Airborne 9-59F
Ryusen Kyaku Short.gif H 1300[1200] 13[12] - 22 17 24 -11 - [] Refers to later active frames, 0-38F Airborne
Ryusen Kyaku Forward.gif H 1400[1300] 14[13] - 29 12 24 -5 - [] Refers to later active frames, 0-41F Airborne
Ryusen Kyaku Roundhouse.gif H 1500[1400] 15[14] - 34 10 24 -4 - [] Refers to later active frames, 0-44F Airborne
Hurricane Kick Short.gif HL 500*300x2 5*3x2 - 3 3(7)2(2)2 13+After Landing 4F -9 (assuming all hits) -3 0-31F Airborne, [2nd] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick Forward.gif HL 500*300x8 5*3x8 - 3 3(7)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 13+After Landing 4F -33 (assuming all hits) -3 0-55F Airborne, [2nd,4th,6th,8th] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick Roundhouse.gif HL 500*300x10 5*3x10 - 3 3(7)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 13+After Landing 4F -33 (assuming all hits) -3 0-63F Airborne, [2nd,4th,6th,8th,10th] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick (air) HL 700x4 7x4 - 5 2(2)2(2)2(2)2 After landing 7F +13 +13 knock down on air hit, [2nd, 4th] aimed backwards, Forces Stand
Zenpo Tenshin Jab.gif - - - - 7 18 10 - - Can pass through opponents
Zenpo Tenshin Strong.gif - - - - 8 24 10 - - Can pass through opponents
Zenpo Tenshin Fierce.gif - - - - 9 30 10 - - Can pass through opponents
Geri Kick Short.gif HL 1200 12 - 11 5 17 +2 +2 Hold Any Kick Button to Cancel to Inazuma Kick on 17F, Forces Stand
Geri Kick Forward.gif HL 400*900 4*9 - 5 2*5 27 -8 -8 Hold Any Kick Button to Cancel to Inazuma Kick on 7F, Forces Stand
Geri Kick Roundhouse.gif HL 1400 14 - 11 4 27 - +7 Hold Any Kick Button to Cancel to Inazuma Kick on 14F
Inazuma Kick K.png H 1000 10 - 27 3 23 -2 -2 Forces Stand
Shinryuken - Level 1 Short.gif HL 2700~2900 - - 4+5 2*2*2*20 20+After Landing 9F -10 - 1-8F Invincible, Airborne 9-54F, Mash buttons and spin stick to increase damage/hits
Shinryuken - Level 2 Forward.gif HL 3300~4400 - - 4+5 2*2*2*23 17+After Landing 14F -20 - 1-14F Invincible, Airborne 9-54F, Mash buttons and spin stick to increase damage/hits
Shinryuken - Level 3 Roundhouse.gif HL 3800~6000 - - 4+5 2*2*2*26 25+After Landing 9F -27 - 1-22F Invincible, Airborne 9-65F, Mash buttons and spin stick to increase damage/hits
Shoryu Reppa - Level 1 Jab.gif HL 2600 - - 4+5 4*4(17)5*26 19+After Landing 7F -28 - 1-8F Invincible, Airborne 9-83F, 12-30F (translation needed), Forces Stand
Shoryu Reppa - Level 2 Strong.gif HL 3800 - - 4+5 4*4*4(14)3*5*26 30+After Landing 7F -39 - 1-14F Invincible, Airborne 43-98F, 16-34F (translation needed), Forces Stand
Shoryu Reppa - Level 3 Fierce.gif HL 5600 - - 4+5 4*4(17)4*4(14)3*1*26 30+After Landing 7F -39 - 1-22F and 37-53 Invincible, Airborne 69-115F, 16-34F (translation needed), Forces Stand
Shippu Jinraikyaku - Level 3 K.png HL 6300 - - 4+5 2*2(9)2(11)2(11)2*2(6)2(8)2(2)2(2)2(2)2(2)2 55+After Landing 5F -65 - 1-22F Invincible, 57-140F Airborne, Forces Stand
Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes

The Basics

 In N Groove, 
  Take advantage of your roll and attack your opponent
  with a LP, d + LP, d + LK, [Insert Special Move Here].

Advanced Strategy

RCing (Roll Canceling) is good if your opponent is more offensive.

Match-ups