SvC Chaos: SNK Vs Capcom/Ken

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Revision as of 22:01, 14 July 2016 by Redarts (talk | contribs) (→‎Command Moves: Made Ken's (very short) Command Moves section.)
"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.

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 -

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