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| name = Fumikomi Mae Geri | | name = Fumikomi Mae Geri | ||
| input = 6MK | | input = 6MK | ||
| subtitle = | | subtitle = Overhead Kick | ||
| image =. | | image = CVS2_Ken_6MK.PNG | ||
| caption = | | caption = | ||
| linkname = 6MK | | linkname = 6MK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|f}}+{{Icon-Capcom|MK}} | ||
| subtitle = | |||
| damage = 1000 | | damage = 1000 | ||
| stun = 10 | | stun = 10 | ||
Line 858: | Line 858: | ||
| name = Shiden Kakato Otoshi | | name = Shiden Kakato Otoshi | ||
| input = 6HK | | input = 6HK | ||
| subtitle = | | subtitle = Stepkick | ||
| image =. | | image = CVS2_Ken_6HK.PNG | ||
| caption = | | caption = | ||
| linkname = 6HK | | linkname = 6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1200 | | damage = 1200 | ||
| stun = 12 | | stun = 12 | ||
Line 889: | Line 889: | ||
| name = Seoi Nage | | name = Seoi Nage | ||
| input = 4/6HP | | input = 4/6HP | ||
| subtitle = | | subtitle = Punch Throw | ||
| image =. | | image = CVS2_Ken_PThrow.PNG | ||
| caption = | | caption = | ||
| linkname = 4/6HP | | linkname = 4/6HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | ||
| subtitle = | |||
| damage = 1700 | | damage = 1700 | ||
| stun = 0 | | stun = 0 | ||
Line 918: | Line 918: | ||
| name = Jigoku-Guruma | | name = Jigoku-Guruma | ||
| input = 4/6HK | | input = 4/6HK | ||
| subtitle = | | subtitle = Kick Throw | ||
| image =. | | image = CVS2_Ken_KThrow.PNG | ||
| caption = | | caption = | ||
| linkname = 4/6HK | | linkname = 4/6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 2200 | | damage = 2200 | ||
| stun = 0 | | stun = 0 | ||
Line 947: | Line 947: | ||
| name = Jigoku-Fuusha | | name = Jigoku-Fuusha | ||
| input = Air 4/6HK | | input = Air 4/6HK | ||
| subtitle = | | subtitle = Air Throw | ||
| image =. | | image = CVS2_Ken_AThrow.PNG | ||
| caption = | | caption = | ||
| linkname = Air 4/6HK | | linkname = Air 4/6HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = | | version = In Air {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 2000 | | damage = 2000 | ||
| stun = 0 | | stun = 0 | ||
Line 978: | Line 978: | ||
| input = 236+P | | input = 236+P | ||
| subtitle = Fireball | | subtitle = Fireball | ||
| image = . | | image = CVS2_Ken_236P_First.PNG | ||
| caption = | | caption = Startup before the fireball comes out | ||
| image2 = . | | image2 = CVS2_Ken_236P_Second.PNG | ||
| caption2 = | | caption2 = The first, larger fireball hitbox | ||
| image3 = CVS2_Ken_236P_Third.PNG | |||
| caption3 = The hitbox once the fireball starts travelling | |||
| linkname = FB | | linkname = FB | ||
| data = | | data = | ||
Line 999: | Line 1,001: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = none | | invul = none | ||
* | * | ||
}} | }} | ||
Line 1,018: | Line 1,019: | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = none | | invul = none | ||
* | * | ||
}} | }} | ||
Line 1,038: | Line 1,038: | ||
| advBlock = -12 | | advBlock = -12 | ||
| invul = none | | invul = none | ||
| description = | | description = Ken's fireball series. Ken has the weakest fireballs of the main shotos, mostly because of how long they take to fully recover. This makes Ken's fireballs notably unsafe, even in a game where most fireballs carry risk. The LP version is the version you'll want to use for occassional zoning, while the HP version is faster and better for cancels but leaves you minus. | ||
* | * | ||
}} | }} | ||
Line 1,048: | Line 1,048: | ||
| input = 623+P | | input = 623+P | ||
| subtitle = Dragon punch | | subtitle = Dragon punch | ||
| image = . | | image = CVS2_Ken_623LP_First.PNG | ||
| caption = | | caption = Invincible Startup | ||
| image2 = . | | image2 = CVS2_Ken_623LP_Second.PNG | ||
| caption2 = | | caption2 = Lower body invuln and footsies hitbox | ||
| image3 = CVS2_Ken_623LP_Third.PNG | |||
| caption3 = High reaching anti-air hitbox | |||
| linkname = DP | | linkname = DP | ||
| data = | | data = | ||
Line 1,069: | Line 1,071: | ||
| advBlock = -18 | | advBlock = -18 | ||
| invul = 2 (full), 18 (lower) | | invul = 2 (full), 18 (lower) | ||
* | * | ||
}} | }} | ||
Line 1,088: | Line 1,089: | ||
| advBlock = -32 | | advBlock = -32 | ||
| invul = 2 (full), 24 (lower) | | invul = 2 (full), 24 (lower) | ||
* | * | ||
}} | }} | ||
Line 1,107: | Line 1,107: | ||
| advBlock = -41 | | advBlock = -41 | ||
| invul = 6 (full), 26 (lower) | | invul = 6 (full), 26 (lower) | ||
| description = | | description = The signature Shoryuken. Ken has a notably good uppercut, especially the LP version which recovers quickly and starts up very fast. It's useful for anti-air, footsies, meter build, and reversal purpose, making for a great utility. The MP version sees little use, but the HP version is Ken's highest damage combo ender and what you want to end combos with usually. | ||
* | * | ||
}} | }} | ||
Line 1,117: | Line 1,117: | ||
| input = 214+K | | input = 214+K | ||
| subtitle = Tatsu | | subtitle = Tatsu | ||
| image = . | | image = CVS2_Ken_214K.PNG | ||
| caption = | | caption = No hitboxes for this one, use your imagination | ||
| linkname = Tatsu | | linkname = Tatsu | ||
| data = | | data = | ||
Line 1,138: | Line 1,136: | ||
| advBlock = -9 | | advBlock = -9 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,157: | Line 1,154: | ||
| advBlock = -33 | | advBlock = -33 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,176: | Line 1,172: | ||
| advBlock = -41 | | advBlock = -41 | ||
| invul = | | invul = | ||
| description = | | description = Ken's grounded Tatsu specials. These see very little use, as they are incredibly unsafe, whiff crouchers, and actually aren't that much more damage. On top of that, they still don't connect from very far away. These are almost entirely outclassed by the jumping versions. | ||
* | * | ||
}} | }} | ||
}} | |||
===== <span class="invisible-header">Flip Kick</span> ===== | |||
{{MoveData | |||
| name = Air Tatsumaki Senpuukyaku | |||
| input = j.214K | |||
| subtitle = Air Tatsu | |||
| image = CVS2_Ken_j214K.PNG | |||
| caption = Helicopter your way in | |||
| linkname = AirTatsu | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 700x4 | |||
| stun = 7x4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 14 | |||
| recovery = Till Landing, 7 | |||
| total = 25 | |||
| advHit = +13 | |||
| advBlock = +13 | |||
| invul = None | |||
| description = A tatsu in midair. The only difference that button strength has is the angle that your jump arc is altered to, with LK having little forward momentum and HK having the most. Very useful mobility tools for making ambiguous crossups, retreating to fullscreen or out of the corner, and doing two hit jump ins from his cancellable normals that leave him VERY plus on block. On hit you can link these into 2HK for a simple knockdown. Doing jump back 214LK in the corner can be a safe meter build strategy. | |||
* | |||
}} | |||
}} | }} | ||
Line 1,187: | Line 1,212: | ||
| input = 421+K | | input = 421+K | ||
| subtitle = Flip Kick | | subtitle = Flip Kick | ||
| image = . | | image = CVS2_Ken_421K_First.PNG | ||
| caption = | | caption = Rising | ||
| image2 = . | | image2 = CVS2_Ken_421K_Second.PNG | ||
| caption2 = | | caption2 = First Hitbox | ||
| image3 = CVS2_Ken_421K_Third.PNG | |||
| caption3 = Second Hitbox | |||
| linkname = Flip Kick | | linkname = Flip Kick | ||
| data = | | data = | ||
Line 1,208: | Line 1,235: | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,227: | Line 1,253: | ||
| advBlock = -5 | | advBlock = -5 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
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| advBlock = -4 | | advBlock = -4 | ||
| invul = | | invul = | ||
| description = | | description = Overhead flip kicks. Surprisingly useful as once-in-a-while neutral tools and mixups. The LK version is unique in that it's notably unsafe but is the fastest for an overhead, though it still shouldn't always be used for this. Instead, use the light version to catch jumps, as it does increased damage against jumping opponents. The MK and HK versions are much slower, but are safe on block. If an opponent won't challenge these, it can be a way for Ken to establish pressure and sorta "skip" neutral. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Geri Kicks</span> ===== | ===== <span class="invisible-header">Geri Kicks</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Geri Kicks | | name = Geri Kicks | ||
| input = 41236+K | | input = 41236+K | ||
| subtitle = Crazy Kicks | | subtitle = Crazy Kicks, Funky Kicks | ||
| image = . | | image = CVS2_Ken_41236LK.PNG | ||
| caption = | | caption = Nata Otoshi Geri | ||
| image2 = . | | image2 = CVS2_Ken_41236MK_First.PNG | ||
| | | image3 = CVS2_Ken_41236MK_Second.PNG | ||
| caption3 = Kamabarai Geri | |||
| image4 = CVS2_Ken_41236HK.PNG | |||
| caption4 = Oosoto Mawashi Geri | |||
| linkname = Geri Kicks | | linkname = Geri Kicks | ||
| data = | | data = | ||
Line 1,276: | Line 1,305: | ||
| advBlock = +2 | | advBlock = +2 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,295: | Line 1,323: | ||
| advBlock = -8 | | advBlock = -8 | ||
| invul = | | invul = | ||
* | * | ||
}} | }} | ||
Line 1,314: | Line 1,341: | ||
| advBlock = -7 | | advBlock = -7 | ||
| invul = | | invul = | ||
| description = | | description = Ken's Geri Kicks. Very useful specials for combos, pressure, and winning neutral. The LK version is especially strong, as it reaches notably far and is +2 on block. This makes it an incredibly useful way to end pressure and combos for Ken, and when roll cancelled it becomes fully invulnerable making it impossible to challenge in the midrange. The MK version is the least useful on its own, but cancels into the overhead much faster than the others, and doesn't need to hit first. The HK version is the shortest vertical range, with a high hitbox. HK Geri notably knocks down, and still combos from lights as well, making it useful after very short confirms. | ||
LK Geri cancels into the overhead on frame 15, MK Geri on frame 7, and HK Geri on frame 14. | |||
* | * | ||
}} | }} | ||
Line 1,324: | Line 1,353: | ||
| name = Inazuma Kakato Wari | | name = Inazuma Kakato Wari | ||
| input = Any Geri Kick, hold K | | input = Any Geri Kick, hold K | ||
| subtitle = Overhead Followup | | subtitle = Overhead Followup | ||
| image = . | | image = CVS2_Ken_6MK.PNG | ||
| caption = | | caption = Watch your head | ||
| linkname = Overhead Geri | | linkname = Overhead Geri | ||
| data = | | data = | ||
Line 1,357: | Line 1,384: | ||
| input = 214P | | input = 214P | ||
| subtitle = Roll | | subtitle = Roll | ||
| image = . | | image = CVS2_Ken_214P_First.PNG | ||
| caption = | | caption = Ken does not have low profile during the startup frames | ||
| image2 = . | | image2 = CVS2_Ken_214P_Second.PNG | ||
| caption2 = | | caption2 = Low profile | ||
| linkname = Roll | | linkname = Roll | ||
| data = | | data = | ||
Line 1,378: | Line 1,405: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
* | * | ||
}} | }} | ||
Line 1,396: | Line 1,422: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
* | * | ||
}} | }} | ||
Line 1,414: | Line 1,439: | ||
| advBlock = None | | advBlock = None | ||
| invul = Upper | | invul = Upper | ||
| description = | | description = Ken's command rolls. Occassionally very useful specials, as unlike normal rolls they can be cancelled into. This allows you to (very unsafely) reset pressure vs opponents who aren't ready to punish you. In theory this can also roll under some fireballs, but normal rolls make this obsolete (though this does have use in grooves without roll, namely K). LP Roll is also used in Ken's level 2 bnb combo. Rolls can cross through opponents, so on some knockdowns you can use this roll to set up ambiguous crossup meaties. You can also cancel into these to get better oki from his sweep. | ||
* | * | ||
}} | }} | ||
Line 1,427: | Line 1,452: | ||
| input = 236236P | | input = 236236P | ||
| subtitle = Shoryuken Super | | subtitle = Shoryuken Super | ||
| image = . | | image = CVS2_Ken_236236P.PNG | ||
| caption = | | caption = | ||
| linkname = Shoryureppa | | linkname = Shoryureppa | ||
| data = | | data = | ||
Line 1,448: | Line 1,471: | ||
| advBlock = -28 | | advBlock = -28 | ||
| invul = 8 (full), 16 (lower) | | invul = 8 (full), 16 (lower) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = Level 2 | | version = Level 2 | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}} | ||
Line 1,466: | Line 1,489: | ||
| advBlock = -39 | | advBlock = -39 | ||
| invul = 14 (full), 18 (lower) | | invul = 14 (full), 18 (lower) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = Level 3 | | version = Level 3 | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}} | ||
Line 1,496: | Line 1,519: | ||
| input = 236236K | | input = 236236K | ||
| subtitle = Uppercut Super | | subtitle = Uppercut Super | ||
| image = . | | image = CVS2_Ken_236236K.PNG | ||
| caption = | | caption = | ||
| linkname = Shinryuken | | linkname = Shinryuken | ||
| data = | | data = | ||
Line 1,517: | Line 1,538: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = 8 (full) | | invul = 8 (full) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = Level 2 | | version = Level 2 | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}} | ||
Line 1,535: | Line 1,556: | ||
| advBlock = -20 | | advBlock = -20 | ||
| invul = 14 (full) | | invul = 14 (full) | ||
* | * | ||
}} | }} | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| header = no | |||
| version = Level 3 | | version = Level 3 | ||
| subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | | subtitle = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}} | ||
Line 1,565: | Line 1,586: | ||
| input = 214214K | | input = 214214K | ||
| subtitle = Kick Super, Shippu | | subtitle = Kick Super, Shippu | ||
| image = . | | image = CVS2_Ken_214214K.PNG | ||
| caption = | | caption = | ||
| linkname = Shinryuken | | linkname = Shinryuken | ||
| data = | | data = |
Revision as of 15:33, 28 May 2022
Introduction
Character Introduction
Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel.
In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. As a shoto, Ken is adaptable and can be played in a variety of ways, from slow neutral to aggressive rushdown. He isn't as extreme in the mixup department as Akuma/Gouki, but he has plenty of ways to stay in and some good tools to open opponents up. Overhead followups to his safe specials, plenty of plus frames, and good confirm combos make him very scary.
In neutral, Ken can adapt to the opponents gameplan very well. Moves like 2MK, 5HP, 2MP, and his powerful Shoryuken allow him to control from a range. However, among the shotos, his fireball is the weakest. This hurts his zoning and general fullscreen presence badly, and while fireballs in CvS2 are generally weak, this is still a major weakness. Ken has to commit a lot more to approach against good zoning characters, as his fireball recovers too slow to effectively approach behind in the way Guile or Ryu can. Another issue is that Ken has to risk more to open an opponent up. While he can generate plus frames easily, his overheads leave huge reactable gaps, and he only has normal throws.
If you want a good all rounder that generally plays aggressive, works well in any groove, and has some damaging up close combos, Ken is for you.
Groove Selection
As a shoto with a varied toolset, Ken works very well in any groove. In C groove, Ken gets access to very damaging level 2 combos off of his Shoryureppa super, and generally he can utilize meter much more effectively. Having access to airblock and roll also helps a lot, as his roll cancelled Geri kicks are very strong tools. N groove is also very strong for Ken, as having hop and run makes his ability to pressure safely much scarier and adds hop HK to his mix. Max Mode makes his good damage even better, and he gets to use his level 1 supers more often.
A groove is a popular choice, if arguably a bit worse. Custom Combo is scary and Ken has a damaging one, and he can confirm into it off things like anti-air 623LP. Lack of a solid defensive mechanic outside of CC and little access to his consistent level 1 supers does hurt a bit for him, but A-Ken is still very strong. K-Ken is similar. Rage makes his damage even better, and JD is very strong. Losing rolls is a big hurt however, as Ken can no longer RC Geri kicks.
S-Ken and P-Ken are very weak in comparison to his other grooves. His level 1 supers aren't powerful enough to make having infinite ones very worthwhile, he doesn't get much from dodge, and having to charge safely to gain meter harms Ken as a character who wants to approach. P-Ken loses access to a lot of what makes him strong, like his supers and rolls, and while hop still helps him here it just is too much to give up. Parry is inconsistent for Ken as well, as Kens punishes are strong up close but from farther distances aren't as solid.
Video Guide
Colors
Normal Moves
Far Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
cl5LP
cl5MP
cl5HP
cl5LK
cl5MK
cl5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Air Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
6HK
Throws
4/6HP
4/6HK
j4/6HK
Special Moves
Fireball
Dragon Punch
Tatsu
Flip Kick
Flip Kick
Geri Kicks
Overhead Followup
Roll
Supers
Shoryureppa
Shinryuken
Shippu Jinraikyaku
The Basics
Strategy
Ken is a shoto-style character, which means he focuses in on versatility and adaptability. Utilizing his pokes and effective pressure tools, Ken can walk opponents down very easily with great, safe offense. He has the same shoto base normals, equipped with at least one tool for every situation. His 2MK is a great poke and cancel tool, 2LK is a great low starter and combos into most of his specials and his main super, Shoryureppa, and his 2HP is a good anti-air with good speed and active frames. What really makes Ken work though is his specials. His 623P specials, Shoryuken, are a set of very good uppercut specials. The light punch version is mainly what you want to use, as it's the fastest overall while still being a true reversal. It's a powerful anti-air, anti-poke, and even just a hard callout tool when used correctly.
Basic Neutral
Use 2MK () to poke around in neutral and to catch people after a blockstring. At max range you cannot combo this into much of anything, but cancelling into heavy fireball (
) allows you to safely put out a fireball and make the opponent block it.
Throwing out fireballs in neutral is a risky move, as even Ken's fireball is slow to fully recover, but if your opponent isn't expecting it they can allow you to approach safely and poke.
Ken has a few specials that allow him to approach when used sparingly. His heavy flip kick () is a slow but far reaching overhead kick that knocks down on hit and leaves Ken safe on block (save for some supers and some matchup specific punishes). His air tatsu (
) lets him move safely in the air, allowing him good retreat and some hard to see crossups. You can even cancel it from some of his jump normals, like his j.MP (
), which allows for safer jump ins and even some damaging combos.
Keep Ken's neutral simple, and leave his surprise tools for when your opponent won't see them coming. His dash speed is good, and his run is solid if you play him in a run groove. Walk and dash your opponents down, and use strong pokes and anti-airs to make them afraid to move. That's when you can get in and start pressuring.
Pressure and Mixup
Once you win neutral, Ken has some amazing pressure tools to keep himself in. Luckily Ken has amazing pressure tools, namely his light Geri kick () special. While it won't knock down, it does solid damage and has great range while being a whole +2 on block! It has strong reach, and can be cancelled from Ken's light strings like 2LK, 2LK (
,
).
Ken has a few sneaky ways to mix between lows and overheads. His Inazuma kick (Hold after any Geri) can be used on opponents who expect you to reset pressure or return to neutral off of a light Geri kick. The medium Geri kick is especially useful for this mixup, as the first hit will usually whiff making it a bit harder to react to. His overhead flip kicks (
/
) can also be useful. The light version is the best as an overhead mix, but is unsafe. The medium kick version is very reactable but leaves you fairly safe and lets you reset pressure well. Don't overuse any of these, as you'll likely eat a hit for trying to against wary opponents.
Defense
Ken's defense is fairly strong, especially in grooves with rolls. He has solid jabs to mash out with, the obvious and powerful light Shoryuken () for a fast invincible reversal, and still has average health stats even if he does get hit. Play safe on defense, block it out and wait for an opportunity to escape with a well timed jab, roll, or uppercut, and don't get discouraged if you guess wrong! One good guess leads to a knockdown or a situation with Ken being plus, and those can spiral into a victory quickly.
One thing to remember while mashing out is that his 2LP () links into his 2HK (
). This can be done at anytime, but on a counterhit it's much easier. It isn't very range dependent, and can be confirmed fairly easily since it's a link. This can make Ken mashing a bit scarier as he can reverse the situation into a knockdown quickly, even if it doesn't do much damage.
Combos
All damage values were recorded with a Ratio 2 C-Ken vs a Ratio 2 C-Ryu with full health. Damage values can change depending on Groove, character, ratio, and the amount of health left remaining.
All combos will be written using Numpad Notation. If you're having trouble reading numpad, refer to this visual aide.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK > 2LK > 5LK > 41236LK | Anywhere | 2415 | 23 | Easy | If Ken has a bnb, this is it. Safe low confirm that leaves him +2 on block/hit. No knockdown but is very range forgiving. If you're spaced very far out 5LK might whiff. |
cl.HK > 623HP | Anywhere (close) | 3675 | 35 | Very Easy | Ken's punishment combo. Requires you to hit cl.HK very close. |
j.HK, cl.MK > 623HP | Anywhere | 4515 | 43 | Easy | Jump in combo. If you do cl.HK instead, you won't be in range for a 623H. |
2LP, cl.HP > 41236LK | Anywhere | 2550 | 25 | Easy | Link off of jab. Requires close range but is a damaging jab combo. |
j.MK, cl.HK > 623HP | Anywhere | 4620 | 44 | Easy | Crossup combo. j.MK crossup needs to hit pretty deep for this to hit. |
j.MP > j.214HK, 2HK | Anywhere | 2940 | 36 | Hard | Jump in tatsu cancel. Safer on block than the other jump in combo. |
2LP, 2HK | Anywhere | 1575 | 15 | Medium | Jab into sweep link. Can be done naturally but much easier on counterhit, and a consistent knockdown off of his jab. You can add a 2LK before the jab as well for a quick low confirm. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK, 2LK > 236236P | Anywhere | 3360/4620/6510 | 6 | Easy | A basic short short super confirm. You can buffer this by doing 2LK, 236, 2LK, 236P. |
cl.HK > 623LP, 236236K | Corner | 5565/6930/8610 | 30 | Medium | Very high damage corner combo. Can be done off any cornered light 623LP, and is your max damage ender after C groove combos. |
j.HK, cl.HK > 236236MP > 214LP, 623HP | Anywhere | 7760 | 27 | Medium | High damage 2 bar C groove combo. Easier in the corner, and not a bad way to spend 2 bars. |
j.HK, cl.HK > 236236MP > 214LP, 236236LK | Anywhere | 9135 | 27 | Medium | Your 3 bar bnb. Very good damage almost anywhere on screen, makes Ken's confirms into Shoryureppa very scary. |
j.HK, cl.HK > 236236MP > 214LP, 623LP, 236236LK | Corner | 10374 | 44 | Above Average | MASSIVE damage C groove corner combo. Not the combo you'll land every match, but is absolutely worth going for if you can. Especially good after stuns. |
Advanced Strategy
Groove-Specific Strategy
C-Groove
In C-Groove
Against C-Groove
A-Groove
In A-Groove
Against A-Groove
P-Groove
In P-Groove
Against P-Groove
S-Groove
In S-Groove
Against S-Groove
N-Groove
In N-Groove
Against N-Groove
K-Groove
In K-Groove
Against K-Groove