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==Introduction== | ==Introduction== | ||
[[image:Kenfacesvc.png|right]] | [[image:Kenfacesvc.png|right]] | ||
Ken Masters is the long-time friend and rival of Ryu in the Street Fighter series, having been playable as far back as the original SF in 1987. Whereas Ryu is a more balanced, zoning friendly shoto, Ken is more aggressive and | Ken Masters is the long-time friend and rival of Ryu in the Street Fighter series, having been playable as far back as the original SF in 1987. Whereas Ryu is a more balanced, zoning friendly shoto, Ken is more aggressive and flashier with his fighting style. Ken is ''usually'' a pretty strong pick in the Street Fighter games and even some spinoff games, and sure, he isn't the worst character here, either, but almost every other shoto is better suited for SVC than he is. Sporting his classic DP isn't enough to help him get by when what good points he does have, other characters probably do better and then some. He's too honest for his own good in a broken game. If you heavily insist on playing an easy character and you never jived with Ryu, there are still better options, but Ken at least has some usefulness. | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Easy to play: If you play any amount of fighting games, you pretty much know how any shoto archetype plays. Same with Ryu, if you can play him, you can most likely do just fine with Ken. He's only very slightly harder to learn than Ryu is, but still serves a good starting point to learn the basics with an easy-to-understand kit. | * '''Easy to play:''' If you play any amount of fighting games, you pretty much know how any shoto archetype plays. Same with Ryu, if you can play him, you can most likely do just fine with Ken. He's only very slightly harder to learn than Ryu is, but still serves a good starting point to learn the basics with an easy-to-understand kit. | ||
* Good normals and Command Moves | * '''Good normals and Command Moves:''' Ken has a good selection of different buttons to work with for a variety of situations. They're mostly comparable to Ryu's buttons with slight differences, but they allow him to play neutral comfortably enough. | ||
* Decent mobility: Ken's overall movement speed and jump arc is quite good and compliments his rushdown playstyle nicely. In addition to this, it's one of the few things he has over Violent Ken to stand out with. Though it may seem small, the extra mobility can prove helpful regardless of the matchup. | * '''Decent mobility:''' Ken's overall movement speed and jump arc is quite good and compliments his rushdown playstyle nicely. In addition to this, it's one of the few things he has over Violent Ken to stand out with. Though it may seem small, the extra mobility can prove helpful regardless of the matchup. | ||
* Can grab his opponents in the air: One of the only air throws in the game, Ken can use his CD throw to grab opponents in the air for the extra mixup, though it only throws forwards. | * '''Can grab his opponents in the air:''' One of the only air throws in the game, Ken can use his CD throw to grab opponents in the air for the extra mixup, though it only throws forwards. | ||
* Easy, short, and damaging combos | * '''Easy, short, and (relatively) damaging combo:''' Any combo does is usually pretty rewarding, and they don't take much to learn, either. As one of the few things he does better than Ryu, Ken can comfortably earn consistent damage with his combos. | ||
* Supers are easy to confirm into | * '''Supers are easy to confirm into:''' In the same vein that his combos are easy to learn and do, confirming his supers is also easy, too. Even his max mode combos hardly deviate from this trend much, since most of the time his max mode combos just cancel off of his heavy DP. | ||
* Excellent anti-air options: Ken's solid buttons and his famous DP give him a lot of leg room to anti-air his opponents and punish attempts at jumping in, making jumping against him riskier. | * '''Excellent anti-air options:''' Ken's solid buttons and his famous DP give him a lot of leg room to anti-air his opponents and punish attempts at jumping in, making jumping against him riskier. | ||
* Amazing DP: Ken's DP is one of the better DPs in the game with great i-frames to boot. It serves as a great reversal to get out of bad situations and does a respectable amount of damage. Ken players should always aim to make the most of his DP whenever possible - wakeup DP addiction aside. | * '''Amazing DP:''' Ken's DP is one of the better DPs in the game with great i-frames to boot. It serves as a great reversal to get out of bad situations and does a respectable amount of damage. Ken players should always aim to make the most of his DP whenever possible - wakeup DP addiction aside. | ||
* Unique quirks: This part of the pros section is stretching it, but Ken has some unique traits like being able to link db.D twice in a row for some more damage, or how he can connect multiple DPs in a row due to some cancel shenanigans. This makes it that if you're truly dedicated to mastering normal Ken, you have a few extra ways of optimizing his damage further. | * '''Unique quirks:''' This part of the pros section is stretching it, but Ken has some unique traits like being able to link db.D twice in a row for some more damage, or how he can connect multiple DPs in a row due to some cancel shenanigans. This makes it that if you're truly dedicated to mastering normal Ken, you have a few extra ways of optimizing his damage further. | ||
| cons= | | cons= | ||
* '''Bad health:''' Ken's squishy in this game, yet he has to play rushdown to get the most of his gameplay, also leaving you more vulnerable to costly punishes. | * '''Bad health:''' Ken's squishy in this game, yet he has to play rushdown to get the most of his gameplay, also leaving you more vulnerable to costly punishes. | ||
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* '''Meter hungry in general:''' Ken's normal combos do good damage but in order for him to unlock his optimal damage, he has to rely on super combos and max mode cancels that confirm into super. Plus, as a rushdown character with bad zoning and having to force his way in, often has to close the gap against opponents with GCFS, burning more of his meter. | * '''Meter hungry in general:''' Ken's normal combos do good damage but in order for him to unlock his optimal damage, he has to rely on super combos and max mode cancels that confirm into super. Plus, as a rushdown character with bad zoning and having to force his way in, often has to close the gap against opponents with GCFS, burning more of his meter. | ||
* '''Basic toolkit:''' Ken has more moves than Ryu does, but functionally is a rushdown version of Ryu, whose kit is already very simple. When you add on top of that mediocre moves like tatsu and his geri kicks, Ken isn't offering much different to his gameplay. | * '''Basic toolkit:''' Ken has more moves than Ryu does, but functionally is a rushdown version of Ryu, whose kit is already very simple. When you add on top of that mediocre moves like tatsu and his geri kicks, Ken isn't offering much different to his gameplay. | ||
* '''Doesn't mesh well with the flow of the game:''' Beyond offering good punishes, Ken feels out of place in SVC's meta, including his already mentioned bad zoning. It's less that he is bad, and more that he doesn't offer anything that you can't get from someone else but better. SVC is also a broken game, but Ken does nothing broken himself. | * '''Doesn't mesh well with the flow of the game:''' Beyond offering good punishes, Ken feels out of place in SVC's meta, including his already mentioned bad zoning. It's less that he is bad, and more that he doesn't offer anything that you can't get from someone else but better. SVC is also a broken game, but Ken does nothing broken himself. He does many things and does only a few of them okay. | ||
* '''Ryu does nearly everything better than Ken in this game:''' If you want to stick with the ol'-reliable shoto archetype, Ryu offers so much more in general. What Ryu lacks in stronger rushdown and a better DP he makes up for it everywhere else. Having access to safer, more reliable zoning and sharing the same moves as Ken without the downsides makes him stand out better. Plus, even in areas where Ken is technically better, in practice they're marginally better differences. | * '''Ryu does nearly everything better than Ken in this game:''' If you want to stick with the ol'-reliable shoto archetype, Ryu offers so much more in general. What Ryu lacks in stronger rushdown and a better DP he makes up for it everywhere else. Having access to safer, more reliable zoning and sharing the same moves as Ken without the downsides makes him stand out better. Plus, even in areas where Ken is technically better, in practice they're marginally better differences. | ||
* '''Violent Ken exists:''' What few things Violent Ken lacks in comparison to normal Ken generally doesn't justify picking normal Ken instead. As a boss character, he may not always be tournament legal, and has a higher learning curve than normal Ken, but much of what both Ken and Violent Ken can do overlaps, making learning the two characters fairly easy. Violent Ken is simply a better Ken, leaving normal Ken with no identity. A no-bosses allowed meta doesn't help Ken stand out, either. | * '''Violent Ken exists:''' What few things Violent Ken lacks in comparison to normal Ken generally doesn't justify picking normal Ken instead. As a boss character, he may not always be tournament legal, and has a higher learning curve than normal Ken, but much of what both Ken and Violent Ken can do overlaps, making learning the two characters fairly easy. Violent Ken is simply a better Ken, leaving normal Ken with no identity. A no-bosses allowed meta doesn't help Ken stand out, either. |
Revision as of 03:17, 15 December 2023
ケン・マスターズ, Ken Masters | |
---|---|
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Non-Threat (D) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
Ken Masters is the long-time friend and rival of Ryu in the Street Fighter series, having been playable as far back as the original SF in 1987. Whereas Ryu is a more balanced, zoning friendly shoto, Ken is more aggressive and flashier with his fighting style. Ken is usually a pretty strong pick in the Street Fighter games and even some spinoff games, and sure, he isn't the worst character here, either, but almost every other shoto is better suited for SVC than he is. Sporting his classic DP isn't enough to help him get by when what good points he does have, other characters probably do better and then some. He's too honest for his own good in a broken game. If you heavily insist on playing an easy character and you never jived with Ryu, there are still better options, but Ken at least has some usefulness.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, 5, 4 | 10 | 25 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 15 | 24 | +1 | -1 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 4 | 13 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 2 | 19 | 28 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 10 | 5 | 28 | 43 | -13 | -15 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, 1, 6 | 20 | 33 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
31x13 | 34 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34x7 | 38 | Mid | 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60x9~17 | 64 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Ken's gameplan
Ken is a simple close-range(Or rushdown) char, with nice moves to help him on that, like the air tatsu and his damaging supers. He needs to be agressive, because if Ken takes a combo/is being pressured, especially in Max Mode, he will get a free stun/guard crush, and that's why you need to master the GCF, or the CD counter. For an anti-air, just do a DP+A, it's fast, and will knock your opponent down, which gives you time to plan on "what to do now?", and the answer is... Continue being argressive, and stylish. Oh, and the almost useless moves... The projectile, and the ground tatsu... You can avoid them, really, they won't help you. Well, play agressive, don't give your opponent time to breathe, avoid some somes, do combos, and know how to master his defensive options(They aren't that hard too). Good luck in your future matches.
Advanced Strategy
Double Shoryuken cancel
This is a tech that you should learn for Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in Ken's game(Isn't unique for him, he isn't the only character that can link more than one DP in one combo), but it's a little tricky to do. This can be called "Double", but you can repeat it many times, but based in your Max Mode gauge. Now, "How can I do it?" First, Ken must not have the ability to use his Exceed(If you assume you are in a real match, you can either be with the yellow life, or you can even spend your Exceed before you try this). Now, Ken must be in Max Mode(You should open your training mode while you read this). Now, do a DP+C, and as you already know, it does 3 hits. Now, the tricky part begins. First, try to "cancel" the first hit of the DP+C into a QCF+KK(Normally, if you had the Exceed avaliable, you would combo into the Exceed. It's like Kim's Haki cancel, if you know what I mean). You can be asking: "Is this a special move?" No, this isn't even a move, it's just part of the trick. Now, after you "canceled", did Ken flash? If not, I'm sorry, because you missed. If yes, that's fine, but that's only the easiest part. Now, try to, after the "cancel", do another DP+C on your opponent by canceling the second hit of the DP. Ken will do another DP+C, and remember that in Max Mode, you can Supercancel the DP+C, leading to more damaging combos! But sadly, you can't do DP into Exceed, because you must not have the Exceed avaliable to use this tech... I know, it's hard to do, but with practice, you can master this technique. (Important note: This thing is very harder to do with Ken's Violent version.)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cl.B | TBA | TBA | TBA | TBA | |
cr.B, cr.A | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C | TBA | TBA | TBA | TBA | Easy combo. You have two options on this combo too, one for damage, and the other for a low starter. For some finishers, you'll need to crossup with the Jump Attack to make it work. You should learn this combo, and practice Ken's crossups too. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Any Super | TBA | TBA | TBA | TBA | |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, db.D, qcb x2 K | TBA | TBA | TBA | TBA | Another good, and damaging combo. Practice this combo, and it's easier to do with the cl.C(You'll have a little more time to react and cancel it). If you want, you can add a QCB+B after the db+D, but it can be safe this time. I said that it can. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, Exceed | TBA | TBA | TBA | TBA |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / j.qcb K - cross-up preferably,) cr.B, cr.A, dp C(2), (SC)Exceed | TBA | TBA | TBA | TBA | Easy light confirm into Exceed, particularly because of dp C giving you more than enough time to hit confirm after the lights connect. Arguably the best way to combo into Exceed without relying on heavies or a window to punish the opponent. |
(j.X / j.qcb K - cross-up preferably,) cl.C / cr.B, cl.B, dp C(2), (doubel dp cancel), (SC)qcb x2 K | TBA | TBA | TBA | TBA | Ken's BnB in Max Mode, and one of Ken's most damaging ones. Pretty easy, except for the fact that you can do Double Shoryuken Cancels(But that's optional, remember that everytime). Practice this combo, you'll need it for your life. |
(Corner only, tall/big characters only) (j.X / j.qcb K,) cl.C / cr.B, cl.B, dp C(2), (C)hcf D(2), (C)dp C(2), (double dp cancel), (SC)qcb x2 K | TBA | TBA | TBA | TBA | A variation of the combo number one. Pretty good, I can assume, but you should stick with the first, because those tall characters aren't that used(Except in Sagat/Demitri's cases). Good luck on this one, it's a little tricky too. |