SvC Chaos: SNK Vs Capcom/Ken: Difference between revisions

From SuperCombo Wiki
(→‎Special Moves: Made Ken's Special Moves section.)
(→‎Super Moves: Made Ken's Super Moves section.)
Line 74: Line 74:
==Super Moves==
==Super Moves==
'''''Shippuujinrai Kyaku'''''
'''''Shippuujinrai Kyaku'''''
* QCB(2x)+K -
* QCB(2x)+K - Do you use him in [[Street Fighter 3: 3rd Strike]]? If yes, you'll know the move, it's just the most used, and here, it's the same thing. It does more hits and (A little more) damage than the Super below. Oh, for the 3S players, don't try to do projectile+SA3 combos, okay? His projectile is horrible for him.


'''''Shouryuu Reppa'''''
'''''Shouryuu Reppa'''''
* QCF(2x)+P -
* QCF(2x)+P - The less used in Ken's combos, but the easier to land. Use this if you're in trouble with the "SA3". If you want to try, just MAX cancel a DP+HP into this super, and see how easy it is(It even has a shortcut, DP+HP, QCF+P).
===Exceed===
===Exceed===
'''''Shinryuu Ken'''''
'''''Shinryuu Ken'''''
* QCF(2x)+K, mash buttons to add damage and hits -
* QCF(2x)+K, mash buttons to add damage and hits - Ken's... Exceed... Really, SNK? The Shinryuken is his Exceed? I quit. First, the epic roll, now this hard-to-hit Exceed? Thank you, SNK... It doesn't matter, Ken has some hit-confirm combos for this Exceed(Almost auto-win ones). Remember that you have only one chance to do it, so mash like if you need to win! Or use controllers with turbo... Which I don't like that much...


=The Basics=
=The Basics=

Revision as of 13:58, 15 July 2016

"A thin line separates us. I call it 'talent'." By: Ken Masters

Introduction

Kenfacesvc.png

This cool guy in this section is Ken Masters, as you obviously know, but I know you came here because he looks cool, or because you used him in other game. Ken is that character that is very fun to play, and even watch! If you like rushdown characters(Or those "In your face!" characters), Ken can be your char, that's what I can say, but... He isn't that easy to play compared to the other Shotos in this game(I can say that he can be the hardest to learn, but he is still a little easy to play).

Ken's Good and Bad Things

Good Things:

  • He is fun to play(Like any other Shoto character);
  • Has good normals and Command Moves to use in the match(If you used any shoto, you'll know some of them);
  • Can grab his opponents in the air(By pressing HP and HK in the air);
  • Has easy, short, and damaging combos;
  • Has excellent anti-air options(Has one of the best DP anti-airs in the game);
  • His Super Moves are very easy to do on combos(And they will help him on his game);
  • Has the cr.MK(Like any other Shoto in this game);
  • Is the only Shoto in this game that can link the cr.MK 2 times;
  • Can connect multiple DPs(I'll talk about this later).

Bad Things:

  • Has bad stamina;
  • Exceed is very hard to hit(Remember the Shinryuken? Yeah, that's his Exceed, sadly);
  • His projectile is almost useless(It won't help you so much in his game, only because it has bad recovery when compared to the other shotos, which makes him lose those fireball wars against most of the characters in the cast);
  • His ground tatsu can be unsafe even if the kicks connect(Which makes it useless too);
  • Remember that unique roll from the Alpha Series? He don't have it anymore.

Moves List

Normal Moves

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, it will whiff on some characters, but he can cancel it anyway.
s.LK - (Far) 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 into Ken's Command Moves(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, chained into itself, or 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 to(You can use this on combos instead of the cl.HP).
cr.HK - The Shoto's sweep. Can be used as a poke. You can actually cancel this move, so if you need meter, cancel it on a Projectile/DP.

Command Moves

Inazuma Kakato Wari

  • f+LK - Ken's overhead kick. It's a little fast, but you cannot cancel it. Do it only on the opponent's wakeup. You can MAX cancel her 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's 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 - Not a good projectile. Very unsafe if hits. Don't use this, unless if you want to negate another projectile, or even to cancel the cr.HK, if you need meter.

Shouryuu Ken

  • DP+P - This move is awesome! One of the best anti-airs in the game! So quick, and even has fast startup(With some invincibility frames). The LP version is better for anti-airing your opponent(The hit can be MAX canceled, but you combo only if you get a counter hit), and the HP version is better on combos(Does 3 hits, and the first 2 hits can be Supercanceled in MAXIMUM Mode).

Tatsumaki Senpuu Kyaku

  • QCB+K - Not a good tastu. After the move connects(Let's... Suppose you canceled the cl.HP into this move) Ken will be at a frame disadvantage(That means your opponent will recover after you after the attack, and the version used won't even matter, and if he was on a frame advantage, he could make easy infinites, making Ken Masters, a broken char). The best way to use it is if you're sure that your opponent will get a stun while/after the move hits(Use the HK version for that in the corner, but if not, use the LK version).

Kuuchuu Tatsumaki Senpuu Kyaku

  • QCB+K (In the air) - This is a good version of Ken's tatsu. Can be used to move in the air, to do crossups, and even as a jump-in attack! The bigger the opponent, more hits he/she will get, and you can score a combo after it! If you need more hits on a combo, or if you want to practice Ken's rushdown game, learn how to use this move, you'll need it.

Kama Barai Geri

  • HCF+LK - One of Ken's "Geri"(Means "Kick"). Pretty fast, and can be MAX canceled (Only), which is a little good, but will whiff on small crouching chars. Ken's "Geri" Moves are important for him, so learn them.

Nata Otoshi Geri

  • HCF+HK - Ken's best "Geri" move for combos. He will perform a kick with 2 hits, and the two of them can be MAX canceled (Only), and Ken can do some good combos involving it(In MAXIMUM Mode, I mean). The second hit can whiff on some crouching chars.

Oosoto Mawashi Geri

  • HCF+KK - Useful as anti-air, but, again, just do a DP instead. It's the only "Geri" move that will knock your opponent down. Can whiff on some crouching chars, and if you want to use it on combos, forget it, Ken has better options.
    • Inazuma Kakato Wari
      • Hold K after any "Geri" move - Ken will do his f+LK overhead. In the HK "Geri", Ken will do the first hit's animation, and after that, he will do the overhead(And they won't connect too).

Super Moves

Shippuujinrai Kyaku

  • QCB(2x)+K - Do you use him in Street Fighter 3: 3rd Strike? If yes, you'll know the move, it's just the most used, and here, it's the same thing. It does more hits and (A little more) damage than the Super below. Oh, for the 3S players, don't try to do projectile+SA3 combos, okay? His projectile is horrible for him.

Shouryuu Reppa

  • QCF(2x)+P - The less used in Ken's combos, but the easier to land. Use this if you're in trouble with the "SA3". If you want to try, just MAX cancel a DP+HP into this super, and see how easy it is(It even has a shortcut, DP+HP, QCF+P).

Exceed

Shinryuu Ken

  • QCF(2x)+K, mash buttons to add damage and hits - Ken's... Exceed... Really, SNK? The Shinryuken is his Exceed? I quit. First, the epic roll, now this hard-to-hit Exceed? Thank you, SNK... It doesn't matter, Ken has some hit-confirm combos for this Exceed(Almost auto-win ones). Remember that you have only one chance to do it, so mash like if you need to win! Or use controllers with turbo... Which I don't like that much...

The Basics

COMBOS

Jumping D,close B,Shoryuken

Close C,db+D,Hadoken or Shippujinrai kyaku


Advanced Strategy

Maximum Mode

Match-Ups