KEN
* Sous réserve de corrections/compléments/modifications
COMMAND ATTACK/TARGET COMBOS
THUNDER KICK :
INAZUMA KICK :
CHIN BUSTER :
CHIN BUSTER 2ND : >
LION BREAKER : >
SPECIAL MOVES
HADOKEN : ou
SHORYUKEN : ou
TATSUMAKI SENPUKYAKU : ou
AIRBORNE TATSUMAKI SENPUKYAKU : (en l'air) ou
CRITICAL ART
GUREN ENJINKYAKU : (x2)
V-TRIGGER
HEAT RUSH :
V-SKILL
QUICK STEP : (maintenir les boutons pour déclencher un step kick)
V-REVERSAL
SENPU NATAOTOSHI : (durant la garde)
Ken
- DataIsKing
- stick de platine
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- Inscription : 23 déc. 2010, 12:13
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Re: Ken
Anti airs:
MP shoryuken - True invincibility, high damage, knock down. What more could you ask for? kind of sucks when it whiffs
cr. HP - goes a bit more straight up than uppercut, can maybe hit would-be crossups before they cross. Can also be cancelled to v-skill for a neat cross under.
st. MK - doesn't shrink his hurtbox but goes pretty high up so it's good at counterhitting, also works from pretty far out.
j. MP(/LP/LK) - Good for beating jumps from very very close.
CA - Ken's critical art is surprisingly tall and works surprisingly close and far. You can do a deep MP uppercut cancelled to CA for a bit more damage but it's tight.
Punish combos:
cr. MP, b+MP xx HP xx HK tatsu (251 damage, 376 stun) - the initial link is point blank only so get really close. This is his strongest link into his strongest special move.
Ken's 1 bar combos aren't worth the meter investment as punishes.
cr. HP xx HP shoryu xx CA (453, 240) - Ken's strongest cancel, strongest special move. Links reduce damage due to scaling.
Punish combos USING V-trigger:
cr. HP xx trigger, cr. HP xx LK tatsu, HP shoryu (321, 466)
Ken's activation super combos actually do less than his normal super combos
Punish combos IN V-trigger:
cr. HP xx LK tatsu, HP shoryu (299, 406)
cr. HP xx LK tatsu, MP shoryu xx CA (482, 346)
Crush counter punishes:
st. HP xx skill, b+MP xx HP xx HK tatsu (287, 456)
Ken can no longer use his strongest cancels, cr. HP and st. HK, in CC punishes, but he gets no new combo opportunities into LK tatsu. As a result his damage actually goes DOWN in crush counter scenarios. Apart from that meterless combo his crush counter punishes are all identical except he starts with st. HP instead of cr. HP
Ranged Punishes:
cr. HK (90, 150)
EX shoryu (150, 200)
cr. MK xx CA (347, 100)
Ken is not so good here.
Confirm combos:
All cr. MP, b+MP combos function as confirms.
st. MK xx st. HK - there's barely enough time to confirm the st. HK. Shoryu cancels are best here for consistency.
st. HP, st. LK
EX tatsu, (dash) HP shoryu
(trigger) crossup tatsu, b+MP
Confirm combos (light normals):
cr. LK, st. LP xx HP shoryu (159, 253)
st. LP, st. LK xx LK tatsu, EX shoryu (218, 353)
st. LP, b+MP xx HP xx HK tatsu (221, 346)
(trigger) st. LP, st. LK xx LK tatsu, HP shoryu (241, 358)
(trigger) st. LP, st. LK xx LK tatsu, MP shoryu xx CA (397, 306)
Non CC punish CC confirms:
st. HK xx skill, uppercut/super
cr. HP xx fireball, dash in uppercut/super
counter hit BnBs:
cr. LP, cr. MP
cr. MP xx CA
corner stuff:
EX fireball xx HP shoryu hits a little harder than LK tatsu combos in v-trigger but they've removed his 3f normal so he can't combo out of non-trigger EX fireball anymore. I don't even show it cuz it only adds like 20 some damage, plus a little more for EX fireball EX uppercut
midair connect and juggles:
Besides combos out of HP SRK 2nd hit trigger and anti air MP SRK trigger, the only useful juggles are LK tatsu which is already demonstrated in many combos