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Callie Rose (talk | contribs) (Undo revision 218595 by Callie Rose (talk)) Tag: Undo |
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[[File:Ken-cvs-stance.gif|right]] | [[File:Ken-cvs-stance.gif|right]] | ||
= Introduction = | = Introduction = | ||
[[File:Ken_CvS2_colors.png]] | |||
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| subtitle = {{Icon-Capcom|LP}} | | subtitle = {{Icon-Capcom|LP}} | ||
| damage = 300 | | damage = 300 | ||
| stun = | | stun = 4 | ||
| cancel = SP, SU | | cancel = SP, SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 2 | | startup = 2 | ||
| active = 4 | | active = 4 | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = none | | invul = none | ||
| description = | | description = A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
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| subtitle = {{Icon-Capcom|MP}} | | subtitle = {{Icon-Capcom|MP}} | ||
| damage = 900 | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = Super | | cancel = Super | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
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| advBlock = -1 | | advBlock = -1 | ||
| invul = none | | invul = none | ||
| description = | | description = A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close. | ||
* | * | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = {{Icon-Capcom|HP}} | | subtitle = {{Icon-Capcom|HP}} | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
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| advBlock = -4 | | advBlock = -4 | ||
| invul = none | | invul = none | ||
| description = | | description = A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super. | ||
* | * | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = {{Icon-Capcom|LK}} | | subtitle = {{Icon-Capcom|LK}} | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 8 | ||
| recovery = 7 | | recovery = 7 | ||
| total = | | total = 19 | ||
| advHit = +2 | | advHit = +2 | ||
| advBlock = +2 | | advBlock = +2 | ||
| invul = none | | invul = none | ||
| description = | | description = Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings. | ||
* | * | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = {{Icon-Capcom|MK}} | | subtitle = {{Icon-Capcom|MK}} | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 8 | | startup = 8 | ||
| active = 6 | | active = 6 | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = none | | invul = none | ||
| description = | | description = A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway. | ||
*}} | *}} | ||
}} | }} | ||
<span class="invisible-header">5HK</span> | <span class="invisible-header">5HK</span> | ||
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| version = | | version = | ||
| subtitle = {{Icon-Capcom|HK}} | | subtitle = {{Icon-Capcom|HK}} | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 9 | | startup = 9 | ||
| active = 5 | | active = 5 | ||
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| advHit = -11 | | advHit = -11 | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = | | invul = None | ||
| description = | | description = A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself. | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|LP}} | | subtitle = Close{{Icon-Capcom|LP}} | ||
| damage = | | damage = 400 | ||
| stun = | | stun = 4 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 2 | | startup = 2 | ||
| active = 4 | | active = 4 | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = none | | invul = none | ||
| description = | | description = The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage. | ||
* | * | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|MP}} | | subtitle = Close{{Icon-Capcom|MP}} | ||
| damage = | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 3 | | active = 3 | ||
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| advBlock = -3 | | advBlock = -3 | ||
| invul = none | | invul = none | ||
| description = | | description = A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better. | ||
* | * | ||
}} | }} | ||
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| image =.png | | image =.png | ||
| caption = Heavy Punch | | caption = Heavy Punch | ||
| linkname = cl5HP | | linkname = cl5HP | ||
| data = | | data = | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|HP}} | | subtitle = Close{{Icon-Capcom|HP}} | ||
| damage = | | damage = 1100, 900 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 8 | | active = 8 | ||
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| advBlock = -8 | | advBlock = -8 | ||
| invul = none | | invul = none | ||
| description = | | description = A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect. | ||
* | * | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|LK}} | | subtitle = Close{{Icon-Capcom|LK}} | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 4 | | startup = 4 | ||
| active = 8 | | active = 8 | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = none | | invul = none | ||
| description = | | description = Exactly the same as far short. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|MK}} | | subtitle = Close{{Icon-Capcom|MK}} | ||
| damage = | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 8 | | active = 8 | ||
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| advBlock = +3 | | advBlock = +3 | ||
| invul = none | | invul = none | ||
| description = | | description = Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible. | ||
* }} | * }} | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = Close{{Icon-Capcom|HK}} | | subtitle = Close{{Icon-Capcom|HK}} | ||
| damage = | | damage = 1400 | ||
| stun = | | stun = 14 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 4 | | startup = 4 | ||
| active = 9 | | active = 9 | ||
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| advBlock = +4 | | advBlock = +4 | ||
| invul = none | | invul = none | ||
| description = | | description = Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in. | ||
* | * | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|LP}} | ||
| damage = | | damage = 200 | ||
| stun = | | stun = 2 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 3 | | startup = 3 | ||
| active = 4 | | active = 4 | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = none | | invul = none | ||
| description = | | description = A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames. | ||
* | * | ||
}} | }} | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|MP}} | ||
| damage = | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 4 | | startup = 4 | ||
| active = 6 | | active = 6 | ||
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| advBlock = +4 | | advBlock = +4 | ||
| invul = none | | invul = none | ||
| description = | | description = A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button. | ||
* | * | ||
}} | }} | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|HP}} | ||
| damage = | | damage = 1100, 700 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 11 | | active = 11 | ||
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| advBlock = -13 | | advBlock = -13 | ||
| invul = none | | invul = none | ||
| description = | | description = The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|LK}} | ||
| damage = | | damage = 300 | ||
| stun = | | stun = 3 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = 3 | | startup = 3 | ||
| active = 4 | | active = 4 | ||
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| advBlock = +5 | | advBlock = +5 | ||
| invul = none | | invul = none | ||
| description = | | description = Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
<span class="invisible-header">2MK</span> | <span class="invisible-header">2MK</span> | ||
{{MoveData | {{MoveData | ||
| name = Crouching Forward | | name = Crouching Forward | ||
| input = | | input = 2LK | ||
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | | subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | ||
| image =.png | | image =.png | ||
| caption = Crouching | | caption = Crouching Light Kick | ||
| linkname = | | linkname = 2LK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | ||
| damage = | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = 4 | | startup = 4 | ||
| active = 6 | | active = 6 | ||
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| advBlock = -1 | | advBlock = -1 | ||
| invul = none | | invul = none | ||
| description = | | description = A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless. | ||
* | * | ||
}} | |||
}} | }} | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|d}}{{Icon-Capcom|HK}} | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = 6 | | startup = 6 | ||
| active = 6 | | active = 6 | ||
| recovery = 35 | | recovery = 35 | ||
| total = 47 | | total = 47 | ||
| advHit = - | | advHit = -DWN | ||
| advBlock = -15 | | advBlock = -15 | ||
| invul = none | | invul = none | ||
| description = | | description = Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations. | ||
* | * | ||
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}} | }} | ||
=== Air Normals === | ===Air Normals === | ||
<span class="invisible-header">8LP</span> | <span class="invisible-header">8LP</span> | ||
{{MoveData | {{MoveData | ||
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{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = | ||
| subtitle = | | subtitle = {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}{{Icon-Capcom|LP}} | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SP | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 22 | | active = 22 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version. | ||
* }} | * }} | ||
}} | }} | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Neutral | ||
| subtitle = | | subtitle = {{Motion|u}}+{{Icon-Capcom|MP}} | ||
| damage = | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = | | cancel = SP | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 4 | | startup = 4 | ||
| active = 10 | | active = 10 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = Neutral jump strong doesn't see much use, but it does do a bit more damage than diagonal jump strong. | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | |||
| version = Diagonal | |||
| subtitle = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| damage = 800 | |||
| stun = 9 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 10 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Not very useful on it's own, but your best way to cancel into tatsu midair, which makes for a good jump in. | |||
* | |||
}} | |||
}} | }} | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Neutral | ||
| subtitle = | | subtitle = {{Motion|u}}+{{Icon-Capcom|HP}} | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = Neutral jump fierce does 100 more damage than diagonal jump, but is identical otherwise. Not the worst rising anti-air but otherwise useless, especially considering Ken has much better options. | ||
* | * | ||
}} | |||
{{AttackData-CvS2 | |||
| version = Diagonal | |||
| subtitle = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = One of your two main jump ins. Reaches low and hits pretty deep, use this for jump ins and especially for hops. | |||
}} | }} | ||
}} | }} | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Neutral | ||
| subtitle = | | subtitle = {{Motion|u}}+{{Icon-Capcom|LK}} | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = SP | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 4 | |||
| active = 22 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = An upward kick. Hits above and in front of Ken, starts up fast and is active for a long time. Useful as a neutral jump air-to-air, and can cancel into air tatsu if they block or parry to make it safer. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Diagonal | |||
| subtitle = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = SP | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | | startup = 4 | ||
| active = 22 | | active = 22 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = A fast and low jump, nice for the occassional instant overhead and tatsu cancel. | ||
* | * | ||
}} | }} | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Neutral | ||
| subtitle = | | subtitle = {{Motion|u}}+{{Icon-Capcom|MK}} | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = Similar to neutral jump short, but loses the cancel and is one frame slower in exchange for better damage. | ||
* . }} | * | ||
}} | |||
{{AttackData-CvS2 | |||
| version = Diagonal | |||
| subtitle = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A far reaching jump normal, and Ken's best crossup. Useful after knockdowns to set up crossup jump ins. | |||
* | |||
}} | |||
}} | }} | ||
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| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = Neutral | ||
| subtitle = | | subtitle = {{Motion|u}}+{{Icon-Capcom|HK}} | ||
| damage = | | damage = 1300,1400 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = SP (Air connect only) | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = 3 | | startup = 3 | ||
| active = 8 | | active = 8 | ||
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| advBlock = | | advBlock = | ||
| invul = | | invul = | ||
| description = | | description = A forward kick in the air. Does only 1300 if you connect on the ground, but does 1400 and can cancel to tatsu if it hits an opponent in the air. Your go-to neutral jump air-to-air. | ||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Diagonal | |||
| subtitle = {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = | |||
| total = | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Your other main jump-in. One frame slower than jump fierce in exchange for better damage and longer range. What you'll probably be pressing if you jump over a fireball or poke. | |||
* | |||
* | * | ||
}} | }} | ||
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=== Command Normals === | === Command Normals === | ||
<span class="invisible-header">6MK</span> | |||
{{MoveData | |||
| name = Fumikomi Mae Geri | |||
| input = 6MK | |||
| subtitle = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| image =.png | |||
| caption = Overhead Kick | |||
| linkname = 6MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 28 | |||
| active = 5 | |||
| recovery = 20 | |||
| total = 53 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = | |||
| description = A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much. | |||
* | |||
}} | |||
}} | |||
<span class="invisible-header">6HK</span> | |||
{{MoveData | |||
| name = Shiden Kakato Otoshi | |||
| input = 6HK | |||
| subtitle = {{Motion|f}}+{{Icon-Capcom|HK}} | |||
| image =.png | |||
| caption = Step Kick | |||
| linkname = 6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|f}}+{{Icon-Capcom|HK}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 7 | |||
| recovery = 22 | |||
| total = 41 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = | |||
| description = A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first. | |||
* | |||
}} | |||
}} | |||
=== Throws === | |||
<span class="invisible-header">4/6HP</span> | |||
{{MoveData | |||
| name = Seoi Nage | |||
| input = 4/6HP | |||
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| image =.png | |||
| caption = Punch Throw | |||
| linkname = 4/6HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| damage = 1700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard. | |||
* | |||
}} | |||
}} | |||
<span class="invisible-header">4/6HK</span> | |||
{{MoveData | |||
| name = Jigoku-Guruma | |||
| input = 4/6HK | |||
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| image =.png | |||
| caption = Kick Throw | |||
| linkname = 4/6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| damage = 2200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best. | |||
* | |||
}} | |||
}} | |||
<span class="invisible-header">j4/6HK</span> | |||
{{MoveData | |||
| name = Jigoku-Fuusha | |||
| input = Air 4/6HK | |||
| subtitle = {{Motion|u}}, {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| image =.png | |||
| caption = Air Throw | |||
| linkname = Air 4/6HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|u}}, {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| total = 1 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = | |||
| description = Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually. | |||
* | |||
}} | |||
}} | |||
=== Special Moves === | === Special Moves === | ||
===== <span class="invisible-header">Fireball</span> ===== | |||
<span class="invisible-header">Fireball</span> | |||
{{MoveData | {{MoveData | ||
| name = Hadoken | | name = Hadoken | ||
Line 738: | Line 964: | ||
| version = LP | | version = LP | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | ||
| damage = | | damage = 700 | ||
| stun = | | stun = 7 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = | ||
| recovery = 43 | | recovery = 43 | ||
| total = | | total = 57 | ||
| advHit = -10 | | advHit = -10 | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = none | | invul = none | ||
| description = | | description = Slowest fireball. Good for zoning and allowing Ken to walk behind it. | ||
* | * | ||
}} | }} | ||
Line 757: | Line 983: | ||
| version = MP | | version = MP | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | ||
| damage = | | damage = 800 | ||
| stun = | | stun = 8 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = | ||
| recovery = 44 | | recovery = 44 | ||
| total = | | total = 58 | ||
| advHit = -11 | | advHit = -11 | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = none | | invul = none | ||
| description = | | description = Medium fireball. Strikes a middle ground between the versions. | ||
* | * | ||
}} | }} | ||
Line 777: | Line 1,003: | ||
| version = HP | | version = HP | ||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | ||
| damage = | | damage = 900 | ||
| stun = | | stun = 9 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = | ||
| recovery = 45 | | recovery = 45 | ||
| total = | | total = 59 | ||
| advHit = -12 | | advHit = -12 | ||
| advBlock = -12 | | advBlock = -12 | ||
| invul = none | | invul = none | ||
| description = | | description = Heavy fireball. Fast and damaging so it's the main one you wanna cancel into, but the longest duration means it's the least useful for zoning. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
<span class="invisible-header">Dragon Punch</span> | |||
===== <span class="invisible-header">Dragon Punch</span> ===== | |||
{{MoveData | {{MoveData | ||
| name = Shoryuken | | name = Shoryuken | ||
| input = | | input = 623+P | ||
| subtitle = Dragon punch | | subtitle = Dragon punch | ||
| image = .png | | image = .png | ||
Line 806: | Line 1,033: | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = LP | | version = LP | ||
| subtitle = {{Motion| | | subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | ||
| damage = | | damage = 1600, 800 | ||
| stun = | | stun = 16 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 2 | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 24 | ||
| total = | | total = 44 | ||
| advHit = | | advHit = -DWN | ||
| advBlock = | | advBlock = -18 | ||
| invul = | | invul = 2 (full), 18 (lower) | ||
| description = | | description = Best DP. Safest to whiff but still unsafe, fastest anti-air, and usually the best combo ender as the single hit means it's unlikely to drop hits. Second damage value is on an anti-air connect. | ||
* | * | ||
}} | }} | ||
Line 825: | Line 1,052: | ||
| header = no | | header = no | ||
| version = MP | | version = MP | ||
| subtitle = {{Motion| | | subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | ||
| damage = | | damage = 1000+800, 800 | ||
| stun = | | stun = 10+8 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 2 | ||
| active = | | active = 24 | ||
| recovery = | | recovery = 32 | ||
| total = | | total = 58 | ||
| advHit = | | advHit = -DWN | ||
| advBlock = | | advBlock = -32 | ||
| invul = | | invul = 2 (full), 24 (lower) | ||
| description = | | description = Medium dp. Also a good anti-air, but less useful in combos since if you're close enough to get both hits of this you're likely close enough for heavy dp. | ||
* | * | ||
}} | }} | ||
Line 844: | Line 1,071: | ||
| header = no | | header = no | ||
| version = HP | | version = HP | ||
| subtitle = {{Motion| | | subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | ||
| damage = | | damage = 600+700+800, 800 | ||
| stun = | | stun = 6+7+8 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 2 | ||
| active = | | active = 30 | ||
| recovery = | | recovery = 39 | ||
| total = | | total = 71 | ||
| advHit = | | advHit = -DWN | ||
| advBlock = | | advBlock = -41 | ||
| invul = 6 (full), 26 (lower) | |||
| description = Highest damage dp. Not the greatest anti-air as it lasts very long. The longer invuln makes it a better but much riskier reversal, stick to light for that. Point blank this is your highest damage special, so useful for punishes where you know it will hit, but be wary of it whiffing from farther away as you'll eat a combo. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Tatsu</span> ===== | |||
{{MoveData | |||
| name = Tatsumaki Senpuukyaku | |||
| input = 214+K | |||
| subtitle = Tatsu | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Tatsu | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LK}} | |||
| damage = 500+300x2 | |||
| stun = 5+3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 16 | |||
| recovery = 17 | |||
| total = 35 | |||
| advHit = -3 | |||
| advBlock = -9 | |||
| invul = | |||
| description = Light tatsu. Effective meter builder but not worth much else, tatsus in general aren't great, as they don't give knockdowns and leave you negative on hit and very negative on block. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MK}} | |||
| damage = 500+300x8 | |||
| stun = 5+3x3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 39 | |||
| recovery = 17 | |||
| total = 58 | |||
| advHit = -3 | |||
| advBlock = -33 | |||
| invul = | |||
| description = Medium tatsu. Probably the special I use least. Not the best damage, no knockdown, and -33 on block make it a big risk for little reward. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HK}} | |||
| damage = 500+300x10 | |||
| stun = 5+3x4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 48 | |||
| recovery = 17 | |||
| total = 67 | |||
| advHit = -3 | |||
| advBlock = -41 | |||
| invul = | |||
| description = Heavy tatsu. Highest damage of them all, but a major risk and still no knockdown. On a standing opponent it'll connect from ranges that a heavy dp wouldn't, but on a crouching opponent it whiffs entirely and leaves you wide open for a big punish. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Flip Kick</span> ===== | |||
{{MoveData | |||
| name = Ryusenkyaku | |||
| input = 421+K | |||
| subtitle = Flip Kick | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Flip Kick | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|LK}} | |||
| damage = 1200, 1300 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 21 | |||
| active = 17 | |||
| recovery = 24 | |||
| total = 62 | |||
| advHit = -DWN | |||
| advBlock = -11 | |||
| invul = | |||
| description = Light flip kick. Fastest to start up, making it the best as an overhead mixup, but also punishable on block. Even as an overhead it isn't the best, as it's slow at 21 frames and Ken jumps way up in the air. Second hit is for when it catches jumps, which it isn't bad at. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|MK}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 29 | |||
| active = 12 | |||
| recovery = 24 | |||
| total = 65 | |||
| advHit = -DWN | |||
| advBlock = -5 | |||
| invul = | |||
| description = Medium flip kick. A nice, no-thinking tool to get in. Safe enough on block at -5, with enough pushback that most jabs or throws will whiff. Be wary of fast supers and P/K groove opponents with good reactions though. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|421}} + {{Icon-Capcom|HK}} | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 34 | |||
| active = 10 | |||
| recovery = 24 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = | |||
| description = Heavy flip kick. Slowest by a wide margin, if your opponent doesn't react and block this they aren't looking at the screen. Even safer on block, and does more damage and stun, but the startup makes it easier to reversal through or parry/JD. Not bad to throw out in similar places you would do the medium version, but you will get anti-aired more often. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Geri Kicks</span> ===== | |||
{{MoveData | |||
| name = Geri Kicks | |||
| input = 41236+K | |||
| subtitle = Crazy Kicks | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Geri Kicks | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|LK}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 5 | |||
| recovery = 17 | |||
| total = 32 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = | |||
| description = Nata Otoshi Geri. Great special, decent range and being +2 on block and hit means that it's a consistent and safe blockstring ender and combo ender. No knockdown, but you can usually still beat your opponents options afterwards. Cancels into Inazuma Kakato Wari on frame 15. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|MK}} | |||
| damage = 400+900 | |||
| stun = 4+9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 7 | |||
| recovery = 27 | |||
| total = 39 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = | |||
| description = Kamabarai Geri. The least useful of the geri kicks, leaving you negative on both block and hit. Has a better angle for anti-air, but Ken has much better tools for that. This does have the fastest frame data to go into the overhead followup however, and if spaced right you can make the first hit whiff so it's just the overhead. Cancels into Inazuma Kakato Wari on frame 7. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|41236}} + {{Icon-Capcom|HK}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 27 | |||
| total = 41 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = | |||
| description = Oosoto Mawashi Geri. Only kick that knocks down, and is as fast as the light kick so it combos from the same starters. Much less range means it's harder to combo into overall however, you usually have to be point blank. Cancels into Inazuma Kakato Wari on frame 14 | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Overhead Followup</span> ===== | |||
{{MoveData | |||
| name = Inazuma Kakato Wari | |||
| input = Any Geri Kick, hold K | |||
| subtitle = Overhead Followup+ | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Overhead Geri | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = K | |||
| subtitle = Hold + {{Icon-Capcom|K}} | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 26 | |||
| active = 2 | |||
| recovery = 23 | |||
| total = 51 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = | | invul = | ||
| description = | | description = Overhead followup to Geri Kicks. The startup is the listed startup plus the added startup frames, which varies depending on which version of Geri Kick you use. Fairly safe and has decent range, but are entirely reactable. Still a nice surprise option to throw out after a blocked Geri Kick from time to time | ||
* | * | ||
}} | |||
}} | |||
===== <span class="invisible-header">Roll</span> ===== | |||
{{MoveData | |||
| name = Zenpou-Tenshin | |||
| input = 214P | |||
| subtitle = Roll | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Roll | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 7 | |||
| active = 18 | |||
| recovery = 10 | |||
| total = 35 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
| description = Short roll. All rolls have upper body invuln on the active frames. Recovers the fastest so it's the best for level 2 combos, pressure, and approach. Even then it's fairly laggy and worse than a normal roll since it is vulnerable to lows. | |||
* | |||
}} | }} | ||
{{AttackData-CvS2 | |||
| version = MP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 8 | |||
| active = 24 | |||
| recovery = 10 | |||
| total = 42 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
| description = Slower version that goes farther. Might be an alright way to get past a fireball, or an alright approach, but again you can eat a low for that. | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = HP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HP}} | |||
| damage = 0 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 9 | |||
| active = 30 | |||
| recovery = 10 | |||
| total = 49 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = Upper | |||
| description = The farthest and longest duration. Honestly can be useful, as it travels far and is still decently fast. Just as vulnerable as the others though so don't use it often. | |||
* | |||
}} | |||
}} | }} | ||
=== Supers === | === Supers === | ||
===== <span class="invisible-header">Shoryureppa</span> ===== | |||
{{MoveData | |||
| name = Shoryureppa | |||
| input = 236236P | |||
| subtitle = Shoryuken Super | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Shoryureppa | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Level 1 | |||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 2600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 56 | |||
| recovery = 26 | |||
| total = 90 | |||
| advHit = -DWN | |||
| advBlock = -28 | |||
| invul = 8 (full), 16 (lower) | |||
| description = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Level 2 | |||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 59 | |||
| recovery = 37 | |||
| total = 104 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 14 (full), 18 (lower) | |||
| description = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Level 3 | |||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 5600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 77 | |||
| recovery = 37 | |||
| total = 122 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 22 (full), 6 (lower), 16 (full) | |||
| description = Your main combo ending super. Does alright damage, and can usually be used in place of a special cancel or after a hitconfirm. Has a bit of issues with range (it won't connect from a long range poke like crMK) but it will connect after most close normals. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shinryuken</span> ===== | |||
{{MoveData | |||
| name = Shinryuken | |||
| input = 214214P | |||
| subtitle = Uppercut Super | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Shinryuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Level 1 | |||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LP}} | |||
| damage = 2500~2900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 26 | |||
| recovery = 29 | |||
| total = 63 | |||
| advHit = -DWN | |||
| advBlock = -10 | |||
| invul = 8 (full) | |||
| description = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Level 2 | |||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MP}} | |||
| damage = 3300~4400 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 29 | |||
| recovery = 31 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -20 | |||
| invul = 14 (full) | |||
| description = | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = Level 3 | |||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HP}} | |||
| damage = 3800~6000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4: | |||
| active = 32 | |||
| recovery = 34 | |||
| total = 74 | |||
| advHit = -DWN | |||
| advBlock = -27 | |||
| invul = 22 (full) | |||
| description = A rising invincible super. Mash to get more hits and damage. If you need a super anti-air or reversal, this is usually the one you want. Very short horizontal range, but goes up high vertically fast with lots of invincibility. | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shippu Jinraikyaku</span> ===== | |||
{{MoveData | |||
| name = Shippu Jinraikyaku | |||
| input = 214214K | |||
| subtitle = Kick Super, Shippu | |||
| image = .png | |||
| caption = | |||
| image2 = .png | |||
| caption2 = | |||
| linkname = Shinryuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Level 3 | |||
| subtitle = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|K}} | |||
| damage = 6300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 75 | |||
| recovery = 60 | |||
| total = 143 | |||
| advHit = -DWN | |||
| advBlock = -65 | |||
| invul = 22 (full) | |||
| description = A fast, high damage super. High cost at level 3 only, but if you can afford it it's his highest damage ender (even more than the C groove level 2 combo). | |||
* | |||
}} | |||
}} | |||
= The Basics = | = The Basics = |
Revision as of 00:19, 25 May 2022
Introduction
Normal Moves
Far Standing Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 4 | SP, SU | Mid | High | 2 | 4 | 6 | 12 | +7 | +7 | none |
A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air. |
5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | Super | Mid | High | 5 | 6 | 17 | 28 | -1 | -1 | none |
A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close. |
5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 | 13 | SU | Mid | High | 5 | 4 | 26 | 35 | -4 | -4 | none |
A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super. |
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | SP/SU | Mid | Mid | 4 | 8 | 7 | 19 | +2 | +2 | none |
Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings. |
5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | None | Mid | High | 8 | 6 | 12 | 26 | +2 | +2 | none |
A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway. |
5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 | 13 | None | Mid | High | 9 | 5 | 30 | 44 | -11 | -11 | None |
A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself. |
Close Standing Normals
cl5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | SP/SU | Mid | High | 2 | 4 | 6 | 12 | +7 | +7 | none |
The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage. |
cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP/SU | Mid | High | 3 | 3 | 20 | 26 | -3 | -3 | none |
A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better. |
cl5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100, 900 | 11 | SP/SU | Mid | High | 3 | 8 | 24 | 33 | -8 | -8 | none |
A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect. |
cl5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | SP/SU | Mid | High | 4 | 8 | 7 | 19 | +2 | +2 | none |
Exactly the same as far short. |
cl5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | SP/SU | Mid | High | 3 | 8 | 11 | 22 | +3 | +3 | none |
Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible. |
cl5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1400 | 14 | SP/SU | Mid | High | 4 | 9 | 11 | 24 | +4 | +4 | none |
Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in. |
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Mid | Mid | 3 | 4 | 6 | 13 | +7 | +7 | none |
A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames. |
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP/SU | Mid | Mid | 4 | 6 | 11 | 21 | +4 | +4 | none |
A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button. |
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100, 700 | 11 | SP/SU | Mid | High | 3 | 11 | 26 | 40 | -13 | -13 | none |
The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead. |
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 3 | RF/SP/SU | Low | Low | 3 | 4 | 8 | 15 | +5 | +5 | none |
Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super. |
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | SP/SU | Low | Low | 4 | 6 | 17 | 27 | -1 | -1 | none |
A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless. |
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 | 13 | SP/SU | Low | Low | 6 | 6 | 35 | 47 | -DWN | -15 | none |
Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations. |
Air Normals
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | SP | High | High | 3 | 22 | - | - | - | - | - |
A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version. |
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | None | High | High | 28 | 5 | 20 | 53 | -5 | -5 | - |
A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much. |
6HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200 | 12 | None | Mid | High | 12 | 7 | 22 | 41 | -3 | -3 | - |
A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first. |
Throws
4/6HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1700 | 0 | None | Grab | Grab | 3 | 1 | 13 | 17 | -DWN | Grab | - |
Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard. |
4/6HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
2200 | 0 | None | Grab | Grab | 5 | 1 | 13 | 19 | -DWN | Grab | - |
Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best. |
j4/6HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
2000 | 0 | None | Grab | Grab | 1 | 1 | 0 | 1 | -DWN | Grab | - |
Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually. |
Special Moves
Fireball
Dragon Punch
Tatsu
Flip Kick
Geri Kicks
Overhead Followup
Roll
Supers
Shoryureppa
Shinryuken
Shippu Jinraikyaku
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.