SvC Chaos: SNK Vs Capcom/Ken

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"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 -
s.LK -
s.HP -
s.HK -

j.LP -
j.LK -
j.HP -
j.HK -

cr.LP -
cr.LK -
cr.HP -
cr.HK -

Command Moves

Inazuma Kakato Wari

  • f+LK -

Kurubushi Kick

  • db+HK -

Special Moves

Hadou Ken

  • QCF+P -

Shouryuu Ken

  • DP+P -

Tatsumaki Senpuu Kyaku

  • QCB+K -

Kuuchuu Tatsumaki Senpuu Kyaku

  • QCB+K (In the air) -

Kama Barai Geri

  • HCF+LK -

Nata Otoshi Geri

  • HCF+HK -

Oosoto Mawashi Geri

  • HCF+KK -
    • Inazuma Kakato Wari
      • Hold K after any "Geri" move -

Super Moves

Shippuujinrai Kyaku

  • QCB(2x)+K -

Shouryuu Reppa

  • QCF(2x)+P -

Exceed

Shinryuu Ken

  • QCF(2x)+K, mash buttons to add damage and hits -

The Basics

COMBOS

Jumping D,close B,Shoryuken

Close C,db+D,Hadoken or Shippujinrai kyaku


Advanced Strategy

Maximum Mode

Match-Ups